ActorUtil lua functions now check whether the actor has a name, which is required.
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@@ -642,21 +642,31 @@ namespace
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lua_pushboolean( L, IsRegistered(SArg(1)) );
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lua_pushboolean( L, IsRegistered(SArg(1)) );
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return 1;
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return 1;
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}
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}
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static void name_error(Actor* p, lua_State* L)
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{
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if(p->GetName() == "")
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{
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luaL_error(L, "LoadAllCommands requires the actor to have a name.");
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}
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}
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static int LoadAllCommands( lua_State *L )
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static int LoadAllCommands( lua_State *L )
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{
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{
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Actor *p = Luna<Actor>::check( L, 1 );
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Actor *p = Luna<Actor>::check( L, 1 );
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name_error(p, L);
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ActorUtil::LoadAllCommands( p, SArg(2) );
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ActorUtil::LoadAllCommands( p, SArg(2) );
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return 0;
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return 0;
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}
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}
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static int LoadAllCommandsFromName( lua_State *L )
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static int LoadAllCommandsFromName( lua_State *L )
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{
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{
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Actor *p = Luna<Actor>::check( L, 1 );
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Actor *p = Luna<Actor>::check( L, 1 );
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name_error(p, L);
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ActorUtil::LoadAllCommandsFromName( *p, SArg(2), SArg(3) );
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ActorUtil::LoadAllCommandsFromName( *p, SArg(2), SArg(3) );
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return 0;
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return 0;
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}
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}
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static int LoadAllCommandsAndSetXY( lua_State *L )
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static int LoadAllCommandsAndSetXY( lua_State *L )
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{
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{
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Actor *p = Luna<Actor>::check( L, 1 );
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Actor *p = Luna<Actor>::check( L, 1 );
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name_error(p, L);
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ActorUtil::LoadAllCommandsAndSetXY( p, SArg(2) );
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ActorUtil::LoadAllCommandsAndSetXY( p, SArg(2) );
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return 0;
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return 0;
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}
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}
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