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Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)

* Server/Client Environments now have an helper to cast Player object in the right type to use it
* Server: use RemotePlayer everywhere and remove previous added casts
* Client: use LocalPlayer where needed
* Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
This commit is contained in:
Loic Blot 2016-10-08 12:21:41 +02:00 committed by Ner'zhul
parent 9393e4a0a8
commit 656faf7373
12 changed files with 97 additions and 156 deletions

View file

@ -25,7 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "inventory.h"
#include "inventorymanager.h"
class Player;
class RemotePlayer;
/*
InvRef
@ -112,7 +112,7 @@ public:
// Creates an InvRef and leaves it on top of stack
// Not callable from Lua; all references are created on the C side.
static void create(lua_State *L, const InventoryLocation &loc);
static void createPlayer(lua_State *L, Player *player);
static void createPlayer(lua_State *L, RemotePlayer *player);
static void createNodeMeta(lua_State *L, v3s16 p);
static void Register(lua_State *L);
};
@ -123,11 +123,6 @@ private:
static int l_get_inventory(lua_State *L);
static void inventory_set_list_from_lua(Inventory *inv, const char *name,
lua_State *L, int tableindex, int forcesize);
static void inventory_get_list_to_lua(Inventory *inv, const char *name,
lua_State *L);
public:
static void Initialize(lua_State *L, int top);
};