Remove extra spaces

This commit is contained in:
Jordi Vilalta Prat 2009-05-09 17:47:28 +00:00
parent 4ae44dec3e
commit fb2575b33e
33 changed files with 303 additions and 303 deletions

View file

@ -129,7 +129,7 @@ static inline PrimitiveObject *check_primobject(int num) {
return static_cast<PrimitiveObject *>(lua_getuserdata(param));
luaL_argerror(num, "primitive expected");
return NULL;
}
}
static inline TextObject *check_textobject(int num) {
lua_Object param = lua_getparam(num);
@ -152,18 +152,18 @@ static inline double check_double(int num) {
// where doubles of "zero" are called as nil
if (lua_isnil(lua_getparam(num)))
return 0.0;
return luaL_check_number(num);
}
static inline int check_int(int num) {
double val;
// Have found some instances, such as in Rubacava and the tube-switcher
// room, where integers of "zero" are called as nil
if(lua_isnil(lua_getparam(num)))
return 0;
val = luaL_check_number(num);
return int(round(val));
}
@ -220,7 +220,7 @@ static void PrintDebug() {
DEBUG_FUNCTION();
if (debugLevel == DEBUG_NORMAL || debugLevel == DEBUG_ALL) {
std::string msg = luaL_check_string(1);
msg.insert(0, "Debug: ");
msg.append("\n");
std::fputs(msg.c_str(), stderr);
@ -231,7 +231,7 @@ static void PrintError() {
DEBUG_FUNCTION();
if (debugLevel == DEBUG_ERROR || debugLevel == DEBUG_ALL) {
std::string msg = luaL_check_string(1);
msg.insert(0, "Error: ");
// don't do 'error()' so we can stay alive if possible
std::fputs(msg.c_str(), stderr);
@ -242,7 +242,7 @@ static void PrintWarning() {
DEBUG_FUNCTION();
if (debugLevel == DEBUG_WARN || debugLevel == DEBUG_ALL) {
std::string msg = luaL_check_string(1);
msg.insert(0, "Warning: ");
warning(msg.c_str());
}
@ -293,7 +293,7 @@ static void FunctionName() {
static void CheckForFile() {
const char *filename = luaL_check_string(1);
DEBUG_FUNCTION();
pushbool(g_resourceloader->fileExists(filename));
}
@ -332,7 +332,7 @@ static void GetColorComponents() {
static void ReadRegistryValue() {
const char *key;
const char *val;
DEBUG_FUNCTION();
key = luaL_check_string(1);
val = g_registry->get(key, "");
@ -345,7 +345,7 @@ static void ReadRegistryValue() {
static void WriteRegistryValue() {
const char *key;
const char *val;
DEBUG_FUNCTION();
key = luaL_check_string(1);
val = luaL_check_string(2);
@ -356,7 +356,7 @@ static void WriteRegistryValue() {
static void LoadActor() {
const char *name;
DEBUG_FUNCTION();
if (lua_isnil(lua_getparam(1)))
name = "<unnamed>";
@ -374,7 +374,7 @@ static void GetActorTimeScale() {
static void SetSelectedActor() {
Actor *act;
DEBUG_FUNCTION();
act = check_actor(1);
g_engine->setSelectedActor(act);
@ -386,7 +386,7 @@ static void SetSelectedActor() {
*/
static void GetCameraActor() {
Actor *act;
DEBUG_FUNCTION();
stubWarning("VERIFY: GetCameraActor");
act = g_engine->selectedActor();
@ -413,7 +413,7 @@ static void SetSayLineDefaults() {
return;
}
key = lua_getresult(1);
if (lua_isnil(key))
if (lua_isnil(key))
break;
key_text = lua_getstring(key);
@ -427,7 +427,7 @@ static void SetSayLineDefaults() {
static void SetActorTalkColor() {
Actor *act;
Color *c;
DEBUG_FUNCTION();
act = check_actor(1);
c = check_color(2);
@ -532,7 +532,7 @@ static void SetActorMumblechore() {
static void SetActorVisibility() {
Actor *act;
bool val;
DEBUG_FUNCTION();
act = check_actor(1);
val = getbool(2);
@ -550,7 +550,7 @@ static void PutActorAt() {
static void GetActorPos() {
Actor *act;
Vector3d pos;
DEBUG_FUNCTION();
act = check_actor(1);
pos = act->pos();
@ -588,7 +588,7 @@ static void GetActorRot() {
static void IsActorTurning() {
Actor *act;
DEBUG_FUNCTION();
act = check_actor(1);
pushbool(act->isTurning());
@ -597,7 +597,7 @@ static void IsActorTurning() {
static void GetAngleBetweenActors() {
Actor *act1;
Actor *act2;
DEBUG_FUNCTION();
act1 = check_actor(1);
act2 = check_actor(2);
@ -608,7 +608,7 @@ static void GetActorYawToPoint() {
Vector3d yawVector;
lua_Object param2;
Actor *act;
DEBUG_FUNCTION();
act = check_actor(1);
param2 = lua_getparam(2);
@ -634,7 +634,7 @@ static void GetActorYawToPoint() {
static void PutActorInSet() {
const char *set = "";
Actor *act;
DEBUG_FUNCTION();
act = check_actor(1);
// If the set is "nil" then set to an empty string, we should not render
@ -669,7 +669,7 @@ static void GetActorWalkRate() {
static void SetActorTurnRate() {
Actor *act;
float rate;
DEBUG_FUNCTION();
act = check_actor(1);
rate = luaL_check_number(2);
@ -678,7 +678,7 @@ static void SetActorTurnRate() {
static void WalkActorForward() {
Actor *act;
DEBUG_FUNCTION();
act = check_actor(1);
act->walkForward();
@ -687,7 +687,7 @@ static void WalkActorForward() {
static void SetActorReflection() {
Actor *act;
float angle;
DEBUG_FUNCTION();
act = check_actor(1);
angle = luaL_check_number(2);
@ -757,7 +757,7 @@ static void GetVideoDevices() {
static void EnumerateVideoDevices() {
lua_Object result = lua_createtable();
DEBUG_FUNCTION();
lua_pushobject(result);
lua_pushnumber(0.0); // id of device
@ -792,7 +792,7 @@ static void IsActorResting() {
}
/* Get the location of one of the actor's nodes, this is
* used by Glottis to watch where Manny is located in
* used by Glottis to watch where Manny is located in
* order to hand him the work order. This function is
* also important for when Velasco hands Manny the logbook
* in Rubacava
@ -802,7 +802,7 @@ static void GetActorNodeLocation() {
Costume *c;
Actor *act;
int node;
DEBUG_FUNCTION();
act = check_actor(1);
node = check_int(2);
@ -836,7 +836,7 @@ static void GetActorNodeLocation() {
static void SetActorWalkDominate() {
lua_Object param2;
Actor *act;
DEBUG_FUNCTION();
act = check_actor(1);
if (!act) {
@ -848,7 +848,7 @@ static void SetActorWalkDominate() {
lua_pushnil();
} else if (lua_isnumber(param2)) {
int walkcode = check_int(2);
if (walkcode != 1) {
warning("Unknown SetActorWalkDominate 'walking code' value: %d", walkcode);
lua_pushnil();
@ -868,7 +868,7 @@ static void SetActorColormap() {
const char *mapname;
CMap *_cmap;
Actor *act;
DEBUG_FUNCTION();
act = check_actor(1);
mapname = luaL_check_string(2);
@ -879,7 +879,7 @@ static void SetActorColormap() {
static void TurnActor() {
Actor *act;
int dir;
DEBUG_FUNCTION();
act = check_actor(1);
dir = check_int(2);
@ -927,7 +927,7 @@ static void GetActorCostume() {
static void PopActorCostume() {
Actor *act;
DEBUG_FUNCTION();
act = check_actor(1);
act->popCostume();
@ -935,7 +935,7 @@ static void PopActorCostume() {
static void GetActorCostumeDepth() {
Actor *act;
DEBUG_FUNCTION();
act = check_actor(1);
lua_pushnumber(act->costumeStackDepth());
@ -972,7 +972,7 @@ static void CompleteActorChore() {
//
// Note: This does not appear to function entirely as it should
// TODO: Make this operation work better
DEBUG_FUNCTION();
act = check_actor(1);
num = check_int(2);
@ -1158,7 +1158,7 @@ static void TurnActorTo() {
z = luaL_check_number(4);
} else if (isActor(2)) {
Actor *destActor;
destActor = check_actor(2);
x = destActor->pos().x();
y = destActor->pos().y();
@ -1168,7 +1168,7 @@ static void TurnActorTo() {
warning("TurnActorTo() parameter type not understood");
return;
}
// Find the vector pointing from the actor to the desired location
Vector3d turnToVector(x, y, z);
Vector3d lookVector = turnToVector - act->pos();
@ -1177,7 +1177,7 @@ static void TurnActorTo() {
// yaw is offset from forward by 90 degrees
yaw -= 90.0f;
act->turnTo(0, yaw, 0);
// Game will lock in elevator if this doesn't return false
pushbool(false);
}
@ -1189,7 +1189,7 @@ static void PointActorAt() {
TurnActorTo();
}
/* WalkActorVector handles the movement of the selected actor
/* WalkActorVector handles the movement of the selected actor
* when the game is in "Camera-Relative Movement Mode"
*
* NOTE: The usage for paramaters 1 and 5 are as-yet unknown.
@ -1197,7 +1197,7 @@ static void PointActorAt() {
static void WalkActorVector() {
float moveHoriz, moveVert, yaw;
Actor *act;
DEBUG_FUNCTION();
stubWarning("VERIFY: WalkActorVector");
// Second option is the actor returned by GetCameraActor
@ -1233,14 +1233,14 @@ static void WalkActorVector() {
act->walkForward();
}
/* RotateVector takes a vector and rotates it around
/* RotateVector takes a vector and rotates it around
* the point (0,0,0) by the requested number of degrees.
* This function is used to calculate the locations for
* getting on and off of the Bone Wagon.
*/
static void RotateVector() {
lua_Object param1, param2, result;
DEBUG_FUNCTION();
stubWarning("VERIFY: RotateVector");
param1 = lua_getparam(1);
@ -1249,7 +1249,7 @@ static void RotateVector() {
Vector3d vec1 = tableToVector(param1);
lua_Object rotateObject = getTableValue(param2, "y");
float rotate, currAngle, newAngle;
// The signpost uses an indexed table (1,2,3) instead of
// a value-based table (x,y,z)
if (rotateObject == 0)
@ -1300,7 +1300,7 @@ static void SetActorPitch() {
param2 = lua_getparam(2);
if (lua_isnumber(param2)) {
float pitch = lua_getnumber(param2);
act->setRot(pitch, act->yaw(), act->roll());
} else {
if (debugLevel == DEBUG_WARN || debugLevel == DEBUG_ALL)
@ -1345,7 +1345,7 @@ static void SetActorHead() {
static void PutActorAtInterest() {
Actor *act;
DEBUG_FUNCTION();
act = check_actor(1);
if (!g_engine->currScene())
@ -1372,7 +1372,7 @@ static void SetActorConstrain() {
// Actor *act = check_actor(1);
// bool constrain = !lua_isnil(lua_getparam(2));
// that below should be enabled, but for now it's disabled realated to
// that below should be enabled, but for now it's disabled realated to
// above func SetActorFollowBoxes.
// act->setConstrain(constrain);
stubWarning("SetActorConstrain");
@ -1488,7 +1488,7 @@ std::string parseMsgText(const char *msg, char *msgId) {
if (msg[0] == '/' && msgId) {
secondSlash = std::strchr(msg + 1, '/');
if (secondSlash) {
strncpy(msgId, msg + 1, secondSlash - msg - 1);
strncpy(msgId, msg + 1, secondSlash - msg - 1);
msgId[secondSlash - msg - 1] = 0;
} else {
msgId[0] = 0;
@ -1509,7 +1509,7 @@ static void TextFileGetLine() {
textBuf[0] = 0;
const char *filename;
Common::SeekableReadStream *file;
DEBUG_FUNCTION();
filename = luaL_check_string(1);
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
@ -1569,7 +1569,7 @@ static void TextFileGetLineCount() {
static void LocalizeString() {
char msgId[32], buf[640];
const char *str, *result;
DEBUG_FUNCTION();
str = luaL_check_string(1);
// If the string that we're passed isn't localized yet then
@ -1662,7 +1662,7 @@ static void InputDialog() {
static void IsMessageGoing() {
Actor *act;
DEBUG_FUNCTION();
if (lua_getparam(1) == LUA_NOOBJECT) {
pushbool(g_imuse->isVoicePlaying());
@ -1674,7 +1674,7 @@ static void IsMessageGoing() {
static void ShutUpActor() {
Actor *act;
DEBUG_FUNCTION();
act = check_actor(1);
if (act)
@ -1689,7 +1689,7 @@ static void GetPointSector() {
lua_Object xparam, yparam, zparam;
Sector *result;
float x = 0.0f, y = 0.0f, z = 0.0f;
DEBUG_FUNCTION();
stubWarning("VERIFY: GetPointSector");
xparam = lua_getparam(1);
@ -1697,7 +1697,7 @@ static void GetPointSector() {
zparam = lua_getparam(3);
if (lua_isnumber(xparam) && lua_isnumber(yparam) && lua_isnumber(zparam)) {
Vector3d point(x, y, z);
// Find the point in any available sector
result = g_engine->currScene()->findPointSector(point, 0xFFFF);
} else {
@ -1809,7 +1809,7 @@ static void MakeSectorActive() {
// Scene functions
static void LockSet() {
const char *name;
DEBUG_FUNCTION();
name = luaL_check_string(1);
// We should lock the set so it isn't destroyed
@ -1818,7 +1818,7 @@ static void LockSet() {
static void UnLockSet() {
const char *name;
DEBUG_FUNCTION();
name = luaL_check_string(1);
// We should unlock the set so it can be destroyed again
@ -1827,7 +1827,7 @@ static void UnLockSet() {
static void MakeCurrentSet() {
const char *name;
DEBUG_FUNCTION();
name = luaL_check_string(1);
if (debugLevel == DEBUG_NORMAL || debugLevel == DEBUG_ALL)
@ -1870,7 +1870,7 @@ static void MakeCurrentSetup() {
static void GetCurrentSetup() {
const char *name;
Scene *scene;
DEBUG_FUNCTION();
name = luaL_check_string(1);
scene = g_engine->findScene(name);
@ -1886,7 +1886,7 @@ static void GetCurrentSetup() {
// FIXME: Function only spits back what it's given
static void GetShrinkPos() {
double x, y, z, r;
DEBUG_FUNCTION();
x = luaL_check_number(1);
y = luaL_check_number(2);
@ -1918,7 +1918,7 @@ static void ImStartSound() {
soundName = luaL_check_string(1);
priority = check_int(2);
group = check_int(3);
// Start the sound with the appropriate settings
if (g_imuse->startSound(soundName, group, 0, 127, 0, priority, NULL)) {
lua_pushstring(soundName);
@ -1937,7 +1937,7 @@ static void ImStartSound() {
static void ImStopSound() {
const char *soundName;
DEBUG_FUNCTION();
soundName = luaL_check_string(1);
g_imuse->stopSound(soundName);
@ -1960,7 +1960,7 @@ static void ImResume() {
static void ImSetVoiceEffect() {
const char *effectName;
DEBUG_FUNCTION();
effectName = luaL_check_string(1);
if (debugLevel == DEBUG_WARN || debugLevel == DEBUG_ALL)
@ -2066,7 +2066,7 @@ static void ImSetState() {
static void ImSetSequence() {
int state;
DEBUG_FUNCTION();
state = check_int(1);
lua_pushnumber(g_imuse->setMusicSequence(state));
@ -2097,7 +2097,7 @@ static void SetSoundPosition() {
Vector3d pos;
int minVolume = 10;
int maxVolume = 127;
DEBUG_FUNCTION();
if (g_engine->currScene()) {
g_engine->currScene()->getSoundParameters(&minVolume, &maxVolume);
@ -2188,7 +2188,7 @@ void setMovieTime(float movieTime) {
void PerSecond() {
float rate;
DEBUG_FUNCTION();
rate = luaL_check_number(1);
lua_pushnumber(g_engine->perSecond(rate));
@ -2196,7 +2196,7 @@ void PerSecond() {
void EnableControl() {
int num;
DEBUG_FUNCTION();
num = check_control(1);
g_engine->enableControl(num);
@ -2204,7 +2204,7 @@ void EnableControl() {
void DisableControl() {
int num;
DEBUG_FUNCTION();
num = check_control(1);
g_engine->disableControl(num);
@ -2212,7 +2212,7 @@ void DisableControl() {
void GetControlState() {
int num;
DEBUG_FUNCTION();
num = check_control(1);
if (num >= KEYCODE_AXIS_JOY1_X && num <= KEYCODE_AXIS_MOUSE_Z)
@ -2233,7 +2233,7 @@ static void killBitmapPrimitives(Bitmap *bitmap) {
static void GetImage() {
const char *bitmapName;
DEBUG_FUNCTION();
bitmapName = luaL_check_string(1);
Bitmap *image = g_resourceloader->loadBitmap(bitmapName);
@ -2253,7 +2253,7 @@ static void BlastImage() {
bool transparent;
Bitmap *bitmap;
int x, y;
DEBUG_FUNCTION();
bitmap = check_bitmapobject(1);
x = check_int(2);
@ -2269,7 +2269,7 @@ static void BlastImage() {
void setTextObjectParams(TextObject *textObject, lua_Object table_obj) {
const char *key_text = NULL;
lua_Object key = LUA_NOOBJECT;
DEBUG_FUNCTION();
for (;;) {
lua_pushobject(table_obj);
@ -2284,7 +2284,7 @@ void setTextObjectParams(TextObject *textObject, lua_Object table_obj) {
return;
}
key = lua_getresult(1);
if (lua_isnil(key))
if (lua_isnil(key))
break;
// printf("debug param: %s %s\n", lua_getstring(key), lua_getstring(lua_getresult(2)));
@ -2321,7 +2321,7 @@ static void CleanBuffer() {
DEBUG_FUNCTION();
g_driver->copyStoredToDisplay();
}
static void Exit() {
DEBUG_FUNCTION();
@ -2334,7 +2334,7 @@ static void Exit() {
*/
TextObject *TextObjectExists(char *name) {
TextObject *modifyObject = NULL;
DEBUG_FUNCTION();
for (Engine::TextListType::const_iterator i = g_engine->textsBegin(); i != g_engine->textsEnd(); i++) {
TextObject *textO = *i;
@ -2345,7 +2345,7 @@ TextObject *TextObjectExists(char *name) {
}
return modifyObject;
}
/* Destroy a text object since we don't need it anymore
* note that the menu creates more objects than it needs,
* so it deletes some objects right after creating them
@ -2386,7 +2386,7 @@ static void ChangeTextObject() {
if (lua_istable(tableObj))
setTextObjectParams(textObject, tableObj);
if (lua_isstring(lua_getparam(2))) {
line = lua_getstring(lua_getparam(2));
textObject->setText((char *)line);
@ -2408,7 +2408,7 @@ static void GetTextSpeed() {
static void SetTextSpeed() {
int speed;
DEBUG_FUNCTION();
speed = check_int(1);
g_engine->setTextSpeed(speed);
@ -2445,7 +2445,7 @@ static void MakeTextObject() {
static void GetTextObjectDimensions() {
TextObject *textObjectParam;
DEBUG_FUNCTION();
textObjectParam = check_textobject(1);
lua_pushnumber(textObjectParam->getBitmapWidth());
@ -2464,7 +2464,7 @@ static void ExpireText() {
static void GetTextCharPosition() {
TextObject *textObjectParam;
int pos;
DEBUG_FUNCTION();
textObjectParam = check_textobject(1);
pos = (int)lua_getnumber(lua_getparam(2));
@ -2501,7 +2501,7 @@ static void SetOffscreenTextPos() {
static void SetSpeechMode() {
int mode;
DEBUG_FUNCTION();
mode = check_int(1);
if (mode >= 1 && mode <= 3)
@ -2644,7 +2644,7 @@ static void DrawLine() {
int x1, y1, x2, y2;
lua_Object tableObj;
Color color;
DEBUG_FUNCTION();
x1 = check_int(1);
y1 = check_int(2);
@ -2734,7 +2734,7 @@ static void DrawRectangle() {
int x1, y1, x2, y2;
lua_Object tableObj;
Color color;
DEBUG_FUNCTION();
x1 = check_int(1);
y1 = check_int(2);
@ -2772,7 +2772,7 @@ static void BlastRect() {
int x1, y1, x2, y2;
lua_Object tableObj;
Color color;
DEBUG_FUNCTION();
x1 = check_int(1);
y1 = check_int(2);
@ -2838,7 +2838,7 @@ static void NewObjectState() {
DEBUG_FUNCTION();
// Called with "nil" if you jump to zone "sp"
setupID = check_int(1); // Setup ID
pos = check_objstate_pos(2); // When to draw
pos = check_objstate_pos(2); // When to draw
bitmap = luaL_check_string(3); // Bitmap
zbitmap = NULL; // Zbuffer Bitmap
visible = getbool(5); // Starts visible?
@ -2852,7 +2852,7 @@ static void NewObjectState() {
static void FreeObjectState() {
ObjectState *state;
DEBUG_FUNCTION();
state = check_object(1);
g_engine->currScene()->deleteObjectState(state);
@ -2860,7 +2860,7 @@ static void FreeObjectState() {
static void SendObjectToBack() {
lua_Object param;
DEBUG_FUNCTION();
param = lua_getparam(1);
if (lua_isuserdata(param) && lua_tag(param) == MKID_BE('STAT')) {
@ -2872,7 +2872,7 @@ static void SendObjectToBack() {
static void SendObjectToFront() {
lua_Object param;
DEBUG_FUNCTION();
param = lua_getparam(1);
if (lua_isuserdata(param) && lua_tag(param) == MKID_BE('STAT')) {
@ -2885,7 +2885,7 @@ static void SendObjectToFront() {
static void SetObjectType() {
ObjectState::Position pos;
ObjectState *state;
DEBUG_FUNCTION();
state = check_object(1);
pos = check_objstate_pos(2);
@ -2899,7 +2899,7 @@ static void GetCurrentScript() {
static void ScreenShot() {
int width, height;
DEBUG_FUNCTION();
width = check_int(1);
height = check_int(2);
@ -2927,7 +2927,7 @@ static void GetSaveGameImage() {
char *data;
Bitmap *screenshot;
int dataSize;
printf("GetSaveGameImage() started.\n");
DEBUG_FUNCTION();
filename = luaL_check_string(1);
@ -2953,7 +2953,7 @@ static void SubmitSaveGameData() {
SaveGame *savedState;
int count = 0;
const char *str;
printf("SubmitSaveGameData() started.\n");
DEBUG_FUNCTION();
table = lua_getparam(1);
@ -3018,7 +3018,7 @@ static void GetSaveGameData() {
static void Load() {
lua_Object fileName;
DEBUG_FUNCTION();
fileName = lua_getparam(1);
if (lua_isnil(fileName)) {
@ -3035,7 +3035,7 @@ static void Load() {
static void Save() {
lua_Object fileName;
DEBUG_FUNCTION();
fileName = lua_getparam(1);
if (lua_isnil(fileName)) {
@ -3187,8 +3187,8 @@ static void LoadBundle() {
* function. This is useful for finding problems in a LUA script
* that are due to a few function calls leading up to a failure.
*
* This function is also used by the "Stub" handler which will
* generate warnings about missing functions when the debug flag
* This function is also used by the "Stub" handler which will
* generate warnings about missing functions when the debug flag
* is set to "Stub", warnings, or everything.
*/
static void debugFunction(const char *debugMessage, const char *funcName) {
@ -3197,7 +3197,7 @@ static void debugFunction(const char *debugMessage, const char *funcName) {
if (!stubFn && debugLevel != DEBUG_FUNC && debugLevel != DEBUG_ALL)
return;
if (stubFn)
output = stderr;
else
@ -3576,7 +3576,7 @@ struct luaL_reg mainOpcodes[] = {
{ "AddShadowPlane", AddShadowPlane },
{ "SetActorShadowValid", SetActorShadowValid },
{ "FreeObjectState", FreeObjectState },
{ "NewObjectState", NewObjectState },
{ "NewObjectState", NewObjectState },
{ "SetObjectType", SetObjectType },
{ "SendObjectToBack", SendObjectToBack },
{ "SendObjectToFront", SendObjectToFront },
@ -3843,7 +3843,7 @@ lua_Object getTableFunction(lua_Object table, const char *name) {
lua_pushobject(table);
lua_pushstring(const_cast<char *>(name));
lua_Object handler = lua_gettable();
if (lua_isnil(handler))
return LUA_NOOBJECT;
@ -3873,7 +3873,7 @@ lua_Object getTableValue(lua_Object table, const char *name) {
error("getTableValue(): Parameter not a table!");
return 0;
}
for (;;) {
lua_pushobject(table);
if (key_text)
@ -3949,16 +3949,16 @@ void setTableValue(lua_Object table, const char *name, lua_Object newvalue) {
Vector3d tableToVector(lua_Object table) {
lua_Object xparam, yparam, zparam;
float x, y, z;
if (!lua_istable(table))
error("tableToVector passed a LUA object that is not a table!");
xparam = getTableValue(table, "x");
yparam = getTableValue(table, "y");
zparam = getTableValue(table, "z");
if (!lua_isnumber(xparam) || !lua_isnumber(yparam) || !lua_isnumber(zparam))
error("tableToVector passed a LUA table that does not contain vector coordinates!");
x = lua_getnumber(xparam);
y = lua_getnumber(yparam);
z = lua_getnumber(zparam);