Exemplo n.º 1
0
LuaPlayerObject::LuaPlayerObject(lua_State *L) : LuaIntangibleObject(L) {
#ifdef DYNAMIC_CAST_LUAOBJECTS
	realObject = dynamic_cast<PlayerObject*>(_getRealSceneObject());

	assert(!_getRealSceneObject() || realObject != NULL);
#else
	realObject = reinterpret_cast<PlayerObject*>(lua_touserdata(L, 1));
#endif
}
Exemplo n.º 2
0
LuaAiAgent::LuaAiAgent(lua_State *L) : LuaCreatureObject(L) {
#ifdef DYNAMIC_CAST_LUAOBJECTS
	realObject = dynamic_cast<AiAgent*>(_getRealSceneObject());

	assert(!_getRealSceneObject() || realObject != NULL);
#else
	realObject = static_cast<AiAgent*>(lua_touserdata(L, 1));
#endif
}
Exemplo n.º 3
0
int LuaPlayerObject::_setObject(lua_State* L) {
	LuaIntangibleObject::_setObject(L);

#ifdef DYNAMIC_CAST_LUAOBJECTS
	realObject = dynamic_cast<PlayerObject*>(_getRealSceneObject());

	assert(!_getRealSceneObject() || realObject != NULL);
#else
	realObject = (PlayerObject*)lua_touserdata(L, -1);
#endif

	return 0;
}