move LuaBinding into namespace
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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 CreateMethodsTable( lua_State *L, const CString &sName )
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void LuaBinding::CreateMethodsTable( lua_State *L, const CString &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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@@ -26,7 +26,7 @@ void CreateMethodsTable( lua_State *L, const CString &sName )
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* Get a userdata, and check that it's either szType or a type
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* derived from szType, by walking the __index chain.
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*/
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bool CheckLuaObjectType( lua_State *L, int narg, const char *szType, bool bOptional )
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bool LuaBinding::CheckLuaObjectType( lua_State *L, int narg, const char *szType, bool bOptional )
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{
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#if defined(FAST_LUA)
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if( bOptional )
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@@ -77,7 +77,7 @@ bool CheckLuaObjectType( lua_State *L, int narg, const char *szType, bool bOptio
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}
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}
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bool GetGlobalTable( Lua *L, bool bCreate )
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static bool GetGlobalTable( Lua *L, bool bCreate )
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{
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lua_pushstring( L, "userdatas" );
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lua_rawget( L, LUA_REGISTRYINDEX );
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@@ -99,7 +99,7 @@ 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 ApplyDerivedType( Lua *L, const CString &sClassName, void *pSelf )
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void LuaBinding::ApplyDerivedType( Lua *L, const CString &sClassName, void *pSelf )
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{
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int iTable = lua_gettop( L );
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@@ -147,7 +147,7 @@ LuaClass::LuaClass()
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m_pSelf = NULL;
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}
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void *GetUserdataFromGlobalTable( Lua *L, const char *szType, int iArg )
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void *LuaBinding::GetUserdataFromGlobalTable( Lua *L, const char *szType, int iArg )
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{
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if( !GetGlobalTable(L, false) )
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luaL_error( L, "stale %s referenced (object used but no longer exists)", szType );
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@@ -256,7 +256,7 @@ void LuaClass::Register()
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{
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Lua *L = LUA->Get();
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this->PushSelf(L);
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ApplyDerivedType( L, m_sClassName, m_pSelf );
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LuaBinding::ApplyDerivedType( L, m_sClassName, m_pSelf );
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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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