Eluna Removed mutex lock and forced only one map update thread to be used. Made returning more arguments than pushed to return the return amount of nils instead. Removed a few hooks
This commit is contained in:
@@ -21,10 +21,9 @@ namespace LuaPlayer
|
||||
{
|
||||
uint32 talentId = sEluna->CHECKVAL<uint32>(L, 2);
|
||||
uint8 spec = sEluna->CHECKVAL<uint8>(L, 3);
|
||||
if (spec >= MAX_TALENT_SPECS)
|
||||
sEluna->Push(L, false);
|
||||
else
|
||||
sEluna->Push(L, player->HasTalent(talentId, spec));
|
||||
if (spec < MAX_TALENT_SPECS)
|
||||
return 1;
|
||||
sEluna->Push(L, player->HasTalent(talentId, spec));
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -87,8 +86,6 @@ namespace LuaPlayer
|
||||
CharTitlesEntry const* titleInfo = sCharTitlesStore.LookupEntry(id);
|
||||
if (titleInfo)
|
||||
sEluna->Push(L, player->HasTitle(titleInfo));
|
||||
else
|
||||
sEluna->Push(L, false);
|
||||
return 1;
|
||||
}
|
||||
#endif
|
||||
@@ -724,7 +721,7 @@ namespace LuaPlayer
|
||||
int GetGuildName(lua_State* L, Player* player)
|
||||
{
|
||||
if (!player->GetGuildId())
|
||||
return 0;
|
||||
return 1;
|
||||
sEluna->Push(L, sGuildMgr->GetGuildNameById(player->GetGuildId()));
|
||||
return 1;
|
||||
}
|
||||
@@ -808,7 +805,7 @@ namespace LuaPlayer
|
||||
{
|
||||
uint8 slot = sEluna->CHECKVAL<uint8>(L, 2);
|
||||
if (slot >= EQUIPMENT_SLOT_END)
|
||||
return 0;
|
||||
return 1;
|
||||
|
||||
Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
|
||||
sEluna->Push(L, item);
|
||||
@@ -953,8 +950,6 @@ namespace LuaPlayer
|
||||
std::string accName;
|
||||
if (sAccountMgr->GetName(player->GetSession()->GetAccountId(), accName))
|
||||
sEluna->Push(L, accName);
|
||||
else
|
||||
return 0;
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -1474,9 +1469,8 @@ namespace LuaPlayer
|
||||
int SendListInventory(lua_State* L, Player* player)
|
||||
{
|
||||
WorldObject* obj = sEluna->CHECKOBJ<WorldObject>(L, 2);
|
||||
uint32 entry = sEluna->CHECKVAL<uint32>(L, 3, 0);
|
||||
|
||||
player->GetSession()->SendListInventory(obj->GET_GUID()), entry;
|
||||
player->GetSession()->SendListInventory(obj->GET_GUID());
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -1802,20 +1796,20 @@ namespace LuaPlayer
|
||||
uint32 slot = sEluna->CHECKVAL<uint32>(L, 3);
|
||||
|
||||
if (slot >= INVENTORY_SLOT_BAG_END)
|
||||
return 0;
|
||||
return 1;
|
||||
|
||||
if (!item)
|
||||
{
|
||||
uint32 entry = sEluna->CHECKVAL<uint32>(L, 2);
|
||||
item = Item::CreateItem(entry, 1, player);
|
||||
if (!item)
|
||||
return 0;
|
||||
return 1;
|
||||
|
||||
InventoryResult result = player->CanEquipItem(slot, dest, item, false);
|
||||
if (result != EQUIP_ERR_OK)
|
||||
{
|
||||
delete item;
|
||||
return 0;
|
||||
return 1;
|
||||
}
|
||||
player->ItemAddedQuestCheck(entry, 1);
|
||||
#if (!defined(TBC) && !defined(CLASSIC))
|
||||
@@ -1826,7 +1820,7 @@ namespace LuaPlayer
|
||||
{
|
||||
InventoryResult result = player->CanEquipItem(slot, dest, item, false);
|
||||
if (result != EQUIP_ERR_OK)
|
||||
return 0;
|
||||
return 1;
|
||||
player->RemoveItem(item->GetBagSlot(), item->GetSlot(), true);
|
||||
}
|
||||
|
||||
@@ -1905,7 +1899,7 @@ namespace LuaPlayer
|
||||
};
|
||||
static const uint32 skillsSize = sizeof(skillsArray) / sizeof(*skillsArray);
|
||||
|
||||
for (int i = 0; i < skillsSize; ++i)
|
||||
for (uint32 i = 0; i < skillsSize; ++i)
|
||||
{
|
||||
if (player->HasSkill(skillsArray[i]))
|
||||
player->UpdateSkill(skillsArray[i], step);
|
||||
|
||||
Reference in New Issue
Block a user