clean up shit
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@@ -54,7 +54,6 @@ auto ExcutePlayerAction(int playerIndex,
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function(playerController);
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function(playerController);
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} while (false);
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} while (false);
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}
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD>,<2C><><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD>Ҫ<EFBFBD>Լ<EFBFBD>push<73><68>stack<63><6B>
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auto luaApi_ListenToGameEvent(lua_State* luaVm) -> int {
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auto luaApi_ListenToGameEvent(lua_State* luaVm) -> int {
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const auto eventName = lua_tostring(luaVm, 1);
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const auto eventName = lua_tostring(luaVm, 1);
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do {
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do {
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@@ -73,7 +72,6 @@ auto luaApi_ListenToGameEvent(lua_State* luaVm) -> int {
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LOG("luaApi_ListenToGameEvent unknown event name: %s\n", eventName);
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LOG("luaApi_ListenToGameEvent unknown event name: %s\n", eventName);
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break;
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break;
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}
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}
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// <20><><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD>ӵ<EFBFBD>ӳ<EFBFBD><D3B3><EFBFBD><EFBFBD>
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std::unique_lock lock(ScriptCallBacks::mutex_callbackList);
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std::unique_lock lock(ScriptCallBacks::mutex_callbackList);
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ScriptCallBacks::callbackList[luaVm][callbackType] =
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ScriptCallBacks::callbackList[luaVm][callbackType] =
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luaL_ref(luaVm, LUA_REGISTRYINDEX);
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luaL_ref(luaVm, LUA_REGISTRYINDEX);
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@@ -82,7 +80,7 @@ auto luaApi_ListenToGameEvent(lua_State* luaVm) -> int {
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eventName);
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eventName);
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} while (false);
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} while (false);
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lua_pop(luaVm, 2); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ջ
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lua_pop(luaVm, 2);
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return 0;
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return 0;
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}
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}
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auto luaApi_SetPlayerCurrentWeaponAmmo(lua_State* luaVm) -> int {
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auto luaApi_SetPlayerCurrentWeaponAmmo(lua_State* luaVm) -> int {
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@@ -1046,7 +1044,6 @@ auto initFunciton(lua_State* luaVm) -> void {
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.addData("weaponIndex", &_luaApi_WeaponInfo::weaponIndex)
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.addData("weaponIndex", &_luaApi_WeaponInfo::weaponIndex)
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.endClass()
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.endClass()
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.addFunction("luaApi_GetPlayerWeaponInfo", &luaApi_GetPlayerWeaponInfo);
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.addFunction("luaApi_GetPlayerWeaponInfo", &luaApi_GetPlayerWeaponInfo);
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// <20>Ҳ<EFBFBD>ϲ<EFBFBD><CFB2><EFBFBD><EFBFBD>
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luabridge::getGlobalNamespace(luaVm)
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luabridge::getGlobalNamespace(luaVm)
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.beginClass<_luaApi_WeaponInfo>("WeaponInfo")
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.beginClass<_luaApi_WeaponInfo>("WeaponInfo")
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.addConstructor<void (*)(void)>()
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.addConstructor<void (*)(void)>()
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