CString -> RString

This commit is contained in:
Chris Danford
2006-01-22 01:00:06 +00:00
parent 870ed267fc
commit 7f821e8cfc
578 changed files with 3943 additions and 3946 deletions
+3 -3
View File
@@ -8,7 +8,7 @@
// types (eg. "Actor.x(GAMESTATE, 10)"), which will crash or cause corruption.
// #define FAST_LUA
void LuaBinding::CreateMethodsTable( lua_State *L, const CString &sName )
void LuaBinding::CreateMethodsTable( lua_State *L, const RString &sName )
{
lua_pushlstring( L, sName.data(), sName.size() );
lua_rawget( L, LUA_GLOBALSINDEX );
@@ -99,7 +99,7 @@ static bool GetGlobalTable( Lua *L, bool bCreate )
/* The object is on the stack. It's either a table or a userdata.
* If needed, associate the metatable; if a table, also add it to
* the userdata table. */
void LuaBinding::ApplyDerivedType( Lua *L, const CString &sClassName, void *pSelf )
void LuaBinding::ApplyDerivedType( Lua *L, const RString &sClassName, void *pSelf )
{
int iTable = lua_gettop( L );
@@ -261,7 +261,7 @@ void LuaClass::Register()
LUA->Release( L );
/* To conserve memory, clear the class name. We only need it while restoring. */
m_sClassName = CString();
m_sClassName = RString();
m_pSelf = NULL;
}
}