remove LuaManager::PushNopFunction(). Just compile an empty function;
it'll be tiny, anyway.
This commit is contained in:
@@ -14,13 +14,6 @@ ActorCommands::ActorCommands( const Commands& cmds )
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void ActorCommands::Register()
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{
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if( m_cmds.v.size() == 0 )
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{
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LUA->PushNopFunction();
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this->SetFromStack();
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return;
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}
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//
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// Convert cmds to a Lua function
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//
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@@ -59,13 +59,6 @@ void LuaManager::PushStackNil()
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lua_pushnil( L );
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}
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void LuaManager::PushNopFunction()
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{
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lua_rawgeti( LUA->L, LUA_REGISTRYINDEX, m_iNopFunction );
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ASSERT_M( !lua_isnil(L, -1), ssprintf("%i", m_iNopFunction) )
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}
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void LuaManager::PushStack( int out, lua_State *L )
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{
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if( L == NULL )
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@@ -221,10 +214,6 @@ void LuaManager::ResetState()
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luaopen_string( L );
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lua_settop(L, 0); // luaopen_* pushes stuff onto the stack that we don't need
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/* Set up the NOP function pointer. */
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RunScript( "return function() end", 1 );
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m_iNopFunction = luaL_ref( L, LUA_REGISTRYINDEX );
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for( const LuaFunctionList *p = g_LuaFunctions; p; p=p->next )
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lua_register( L, p->name, p->func );
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@@ -58,8 +58,6 @@ public:
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/* Run an expression. The result is left on the Lua stack. */
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bool RunExpression( const CString &str );
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lua_State *L;
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private:
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int m_iNopFunction;
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};
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extern LuaManager *LUA;
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