mirror of
https://github.com/azerothcore/mod-ale
synced 2025-11-29 15:38:17 +08:00
Change Eluna to a global variable
Remove Eluna* from being passed. You can now get it through Eluna::GetEluna(L) Change function call cleanup to lua_settop instead of manual loop Explicitly delete the copy constructor and copy assignment operators
This commit is contained in:
@@ -19,7 +19,7 @@ namespace LuaGuild
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*
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* @return table guildPlayers : table of [Player]s
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*/
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int GetMembers(Eluna* /*E*/, lua_State* L, Guild* guild)
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int GetMembers(lua_State* L, Guild* guild)
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{
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lua_newtable(L);
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int tbl = lua_gettop(L);
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@@ -60,7 +60,7 @@ namespace LuaGuild
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*
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* @return uint32 memberCount
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*/
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int GetMemberCount(Eluna* /*E*/, lua_State* L, Guild* guild)
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int GetMemberCount(lua_State* L, Guild* guild)
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{
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#ifdef TRINITY
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Eluna::Push(L, guild->GetMemberCount());
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@@ -75,7 +75,7 @@ namespace LuaGuild
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*
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* @return [Player] leader
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*/
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int GetLeader(Eluna* /*E*/, lua_State* L, Guild* guild)
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int GetLeader(lua_State* L, Guild* guild)
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{
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#ifndef TRINITY
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Eluna::Push(L, eObjectAccessor()FindPlayer(guild->GetLeaderGuid()));
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@@ -90,7 +90,7 @@ namespace LuaGuild
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*
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* @return uint64 leaderGUID
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*/
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int GetLeaderGUID(Eluna* /*E*/, lua_State* L, Guild* guild)
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int GetLeaderGUID(lua_State* L, Guild* guild)
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{
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#ifndef TRINITY
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Eluna::Push(L, guild->GetLeaderGuid());
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@@ -105,7 +105,7 @@ namespace LuaGuild
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*
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* @return uint32 entryId
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*/
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int GetId(Eluna* /*E*/, lua_State* L, Guild* guild)
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int GetId(lua_State* L, Guild* guild)
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{
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Eluna::Push(L, guild->GetId());
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return 1;
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@@ -116,7 +116,7 @@ namespace LuaGuild
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*
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* @return string guildName
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*/
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int GetName(Eluna* /*E*/, lua_State* L, Guild* guild)
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int GetName(lua_State* L, Guild* guild)
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{
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Eluna::Push(L, guild->GetName());
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return 1;
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@@ -127,7 +127,7 @@ namespace LuaGuild
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*
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* @return string guildMOTD
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*/
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int GetMOTD(Eluna* /*E*/, lua_State* L, Guild* guild)
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int GetMOTD(lua_State* L, Guild* guild)
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{
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Eluna::Push(L, guild->GetMOTD());
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return 1;
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@@ -138,7 +138,7 @@ namespace LuaGuild
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*
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* @return string guildInfo
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*/
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int GetInfo(Eluna* /*E*/, lua_State* L, Guild* guild)
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int GetInfo(lua_State* L, Guild* guild)
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{
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#ifndef TRINITY
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Eluna::Push(L, guild->GetGINFO());
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@@ -154,7 +154,7 @@ namespace LuaGuild
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*
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* @param [Player] leader : the [Player] leader to change
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*/
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int SetLeader(Eluna* /*E*/, lua_State* L, Guild* guild)
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int SetLeader(lua_State* L, Guild* guild)
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{
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Player* player = Eluna::CHECKOBJ<Player>(L, 2);
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@@ -174,7 +174,7 @@ namespace LuaGuild
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* @param uint8 tabId : the ID of the tab specified
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* @param string info : the information to be set to the bank tab
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*/
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int SetBankTabText(Eluna* /*E*/, lua_State* L, Guild* guild)
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int SetBankTabText(lua_State* L, Guild* guild)
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{
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uint8 tabId = Eluna::CHECKVAL<uint8>(L, 2);
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const char* text = Eluna::CHECKVAL<const char*>(L, 3);
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@@ -193,7 +193,7 @@ namespace LuaGuild
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*
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* @param [WorldPacket] packet : the [WorldPacket] to be sent to the [Player]s
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*/
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int SendPacket(Eluna* /*E*/, lua_State* L, Guild* guild)
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int SendPacket(lua_State* L, Guild* guild)
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{
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WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
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@@ -212,7 +212,7 @@ namespace LuaGuild
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* @param [WorldPacket] packet : the [WorldPacket] to be sent to the [Player]s
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* @param uint8 rankId : the rank ID
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*/
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int SendPacketToRanked(Eluna* /*E*/, lua_State* L, Guild* guild)
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int SendPacketToRanked(lua_State* L, Guild* guild)
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{
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WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
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uint8 ranked = Eluna::CHECKVAL<uint8>(L, 3);
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@@ -228,7 +228,7 @@ namespace LuaGuild
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/**
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* Disbands the [Guild]
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*/
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int Disband(Eluna* /*E*/, lua_State* /*L*/, Guild* guild)
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int Disband(lua_State* /*L*/, Guild* guild)
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{
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guild->Disband();
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return 0;
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@@ -242,7 +242,7 @@ namespace LuaGuild
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* @param [Player] player : the [Player] to be added to the guild
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* @param uint8 rankId : the rank ID
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*/
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int AddMember(Eluna* /*E*/, lua_State* L, Guild* guild)
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int AddMember(lua_State* L, Guild* guild)
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{
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Player* player = Eluna::CHECKOBJ<Player>(L, 2);
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uint8 rankId = Eluna::CHECKVAL<uint8>(L, 3, GUILD_RANK_NONE);
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@@ -262,7 +262,7 @@ namespace LuaGuild
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* @param [Player] player : the [Player] to be removed from the guild
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* @param bool isDisbanding : default 'false', should only be set to 'true' if the guild is triggered to disband
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*/
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int DeleteMember(Eluna* /*E*/, lua_State* L, Guild* guild)
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int DeleteMember(lua_State* L, Guild* guild)
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{
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Player* player = Eluna::CHECKOBJ<Player>(L, 2);
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bool isDisbanding = Eluna::CHECKVAL<bool>(L, 3, false);
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@@ -282,7 +282,7 @@ namespace LuaGuild
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* @param [Player] player : the [Player] to be promoted/demoted
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* @param uint8 rankId : the rank ID
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*/
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int SetMemberRank(Eluna* /*E*/, lua_State* L, Guild* guild)
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int SetMemberRank(lua_State* L, Guild* guild)
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{
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Player* player = Eluna::CHECKOBJ<Player>(L, 2);
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uint8 newRank = Eluna::CHECKVAL<uint8>(L, 3);
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@@ -304,7 +304,7 @@ namespace LuaGuild
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* @param [Player] player
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* @param uint32 money
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*/
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int WithdrawBankMoney(Eluna* /*E*/, lua_State* L, Guild* guild)
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int WithdrawBankMoney(lua_State* L, Guild* guild)
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{
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Player* player = Eluna::CHECKOBJ<Player>(L, 2);
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uint32 money = Eluna::CHECKVAL<uint32>(L, 3);
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@@ -325,7 +325,7 @@ namespace LuaGuild
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* @param [Player] player
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* @param uint32 money
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*/
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int DepositBankMoney(Eluna* /*E*/, lua_State* L, Guild* guild)
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int DepositBankMoney(lua_State* L, Guild* guild)
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{
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Player* player = Eluna::CHECKOBJ<Player>(L, 2);
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uint32 money = Eluna::CHECKVAL<uint32>(L, 3);
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