remove unused stuff

simplify ActorCommands

I thought about getting rid of m_sLuaFunction; it's not needed
anymore, and takes up memory (probably more memory than the
function itself), but I use it a lot to identify floating
references when I don't know what I'm looking at.  Store it
generically in LuaReference.
This commit is contained in:
Glenn Maynard
2006-09-21 01:19:18 +00:00
parent 7d1f669e93
commit d3e50d80c8
4 changed files with 25 additions and 74 deletions
+9 -35
View File
@@ -121,6 +121,12 @@ int LuaReference::GetLuaType() const
return iRet;
}
/* This is used only for debugging. */
void LuaReference::SetName( const RString &sName )
{
m_sName = sName;
}
void LuaReference::Unregister()
{
if( LUA == NULL )
@@ -132,28 +138,14 @@ void LuaReference::Unregister()
m_iReference = LUA_NOREF;
}
void LuaReference::ReRegister()
{
/* When this is called, the Lua state has been wiped. Don't try to unregister our
* old function reference, since it's already gone (and the number may point
* somewhere else). */
m_iReference = LUA_NOREF;
Register();
}
void LuaExpression::SetFromExpression( const RString &sExpression )
{
m_sExpression = "return " + sExpression;
Register();
}
RString sFullExpression = "return " + sExpression;
SetName( sFullExpression );
void LuaExpression::Register()
{
Lua *L = LUA->Get();
if( !LuaHelpers::RunScript(L, m_sExpression, "expression", 1) )
if( !LuaHelpers::RunScript(L, sFullExpression, "expression", 1) )
{
this->SetFromNil();
LUA->Release( L );
@@ -210,24 +202,6 @@ void LuaData::LoadFromString( const RString &s )
LUA->Release( L );
}
void LuaData::BeforeReset()
{
/* If we're unset, Register() should leave us unset, not set us to LUA_REFNIL. */
m_bWasSet = IsSet();
if( m_bWasSet )
m_sSerializedData = Serialize();
}
void LuaData::Register()
{
if( !m_bWasSet )
return;
LoadFromString( m_sSerializedData );
m_sSerializedData.erase( m_sSerializedData.begin(), m_sSerializedData.end() );
}
LuaTable::LuaTable()
{
Lua *L = LUA->Get();