CString -> RString
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@@ -8,7 +8,7 @@
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// types (eg. "Actor.x(GAMESTATE, 10)"), which will crash or cause corruption.
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// #define FAST_LUA
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void LuaBinding::CreateMethodsTable( lua_State *L, const CString &sName )
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void LuaBinding::CreateMethodsTable( lua_State *L, const RString &sName )
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{
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lua_pushlstring( L, sName.data(), sName.size() );
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lua_rawget( L, LUA_GLOBALSINDEX );
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@@ -99,7 +99,7 @@ static bool GetGlobalTable( Lua *L, bool bCreate )
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/* The object is on the stack. It's either a table or a userdata.
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* If needed, associate the metatable; if a table, also add it to
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* the userdata table. */
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void LuaBinding::ApplyDerivedType( Lua *L, const CString &sClassName, void *pSelf )
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void LuaBinding::ApplyDerivedType( Lua *L, const RString &sClassName, void *pSelf )
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{
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int iTable = lua_gettop( L );
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@@ -261,7 +261,7 @@ void LuaClass::Register()
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LUA->Release( L );
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/* To conserve memory, clear the class name. We only need it while restoring. */
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m_sClassName = CString();
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m_sClassName = RString();
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m_pSelf = NULL;
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}
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}
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