static int should_send_sync_message(lua_State* L) { GameState* gs = lua_api::gamestate(L); lua_pushboolean(L, gs->game_world().should_sync_states() && gs->local_player_data().index == 1); // lua_pushboolean(L, false); gs->game_world().should_sync_states() = false; return 1; }
GameMapState* mapstate(LuaStackValue map_obj, bool defaulted = false) { GameState* gs = lua_api::gamestate(map_obj); level_id id; if (defaulted && map_obj.isnil()) { id = gs->get_level_id(); } else { id = map_obj["_id"].to_int(); } return gs->game_world().get_level(id); }