Eluna Fix checking of objects with varying types
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@@ -384,10 +384,8 @@ public:
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void OnBGDestroy(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId);
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};
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template<> Unit* Eluna::CHECKOBJ<Unit>(lua_State* L, int narg, bool error);
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template<> Player* Eluna::CHECKOBJ<Player>(lua_State* L, int narg, bool error);
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template<> Creature* Eluna::CHECKOBJ<Creature>(lua_State* L, int narg, bool error);
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template<> GameObject* Eluna::CHECKOBJ<GameObject>(lua_State* L, int narg, bool error);
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template<> Corpse* Eluna::CHECKOBJ<Corpse>(lua_State* L, int narg, bool error);
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template<> Object* Eluna::CHECKOBJ<Object>(lua_State* L, int narg, bool error);
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template<> WorldObject* Eluna::CHECKOBJ<WorldObject>(lua_State* L, int narg, bool error);
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template<> ElunaObject* Eluna::CHECKOBJ<ElunaObject>(lua_State* L, int narg, bool error);
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#define sEluna Eluna::GEluna
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