Eluna
Improved pushing so that a single userdata is used per object pushed. Made everything use the singleton less, allowing more free code and easier to implement multithreading later. Made macros for hookmgr and fixed the issue with hooks called inside hooks.
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@@ -12,15 +12,15 @@ namespace LuaWeather
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/* GETTERS */
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int GetZoneId(lua_State* L, Weather* weather)
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{
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sEluna->Push(L, weather->GetZone());
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Eluna::Push(L, weather->GetZone());
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return 1;
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}
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/* SETTERS */
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int SetWeather(lua_State* L, Weather* weather)
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{
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uint32 weatherType = sEluna->CHECKVAL<uint32>(L, 2);
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float grade = sEluna->CHECKVAL<float>(L, 3);
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uint32 weatherType = Eluna::CHECKVAL<uint32>(L, 2);
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float grade = Eluna::CHECKVAL<float>(L, 3);
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weather->SetWeather((WeatherType)weatherType, grade);
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return 0;
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@@ -28,7 +28,7 @@ namespace LuaWeather
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int SendWeatherUpdateToPlayer(lua_State* L, Weather* weather)
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{
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Player* player = sEluna->CHECKOBJ<Player>(L, 2);
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Player* player = Eluna::CHECKOBJ<Player>(L, 2);
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weather->SendWeatherUpdateToPlayer(player);
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return 0;
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@@ -37,13 +37,13 @@ namespace LuaWeather
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/* OTHER */
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int Regenerate(lua_State* L, Weather* weather)
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{
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sEluna->Push(L, weather->ReGenerate());
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Eluna::Push(L, weather->ReGenerate());
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return 1;
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}
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int UpdateWeather(lua_State* L, Weather* weather)
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{
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sEluna->Push(L, weather->UpdateWeather());
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Eluna::Push(L, weather->UpdateWeather());
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return 1;
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}
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};
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