Пример #1
0
bool LuaObjectBase::checkValidity(lua_State* state, int position, bool error)
{
#ifdef FULL_USER_DATA
// Make sure it's some user data!
	int type = LUA->GetType(position);
	if(type != GarrysMod::Lua::Type::USERDATA && type <= GarrysMod::Lua::Type::COUNT)
	{
		if (error)
		{
			LUA->ThrowError( "Invalid object! (not userdata)\n" );
		}
		return 0;
	}

// Acually do the check
	GarrysMod::Lua::UserData*  obj = (GarrysMod::Lua::UserData*)LUA->GetUserdata(position);
	LuaObjectBase* object = (LuaObjectBase*)(obj->data);
#else
	ILuaObject* table = luaInterface->GetObject(position);
	if (!table)
		return 0;

	LuaObjectBase* object = reinterpret_cast<LuaObjectBase*>( table->GetMemberUserDataLite("_this") );
	int type = 0;

	table->UnReference();
#endif

	return checkValidity(state, type, object, error);
}
Пример #2
0
SyncList<streamProcData *>* GetPendingChannels( ILuaInterface *gLua )
{
    ILuaObject* bass = gLua->GetGlobal( "BASS" );
    if (!bass) return NULL;

    SyncList<streamProcData *>* pData = (SyncList<streamProcData *>*)bass->GetMemberUserDataLite( "p_PendingChannels" );
    return pData;
}