Eluna Fix checking of objects with varying types

This commit is contained in:
Rochet2
2014-12-16 01:21:05 +02:00
parent cb7f9d5145
commit 662babc806
2 changed files with 27 additions and 41 deletions

View File

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