Bulk clearing of whitespace
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+17
-17
@@ -105,13 +105,13 @@ bool cPluginLua::Load(void)
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{
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m_LuaState.Create();
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m_LuaState.RegisterAPILibs();
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// Inject the identification global variables into the state:
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lua_pushlightuserdata(m_LuaState, this);
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lua_setglobal(m_LuaState, LUA_PLUGIN_INSTANCE_VAR_NAME);
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lua_pushstring(m_LuaState, GetName().c_str());
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lua_setglobal(m_LuaState, LUA_PLUGIN_NAME_VAR_NAME);
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// Add the plugin's folder to the package.path and package.cpath variables (#693):
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m_LuaState.AddPackagePath("path", FILE_IO_PREFIX + GetLocalFolder() + "/?.lua");
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#ifdef _WIN32
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@@ -119,7 +119,7 @@ bool cPluginLua::Load(void)
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#else
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m_LuaState.AddPackagePath("cpath", FILE_IO_PREFIX + GetLocalFolder() + "/?.so");
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#endif
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tolua_pushusertype(m_LuaState, this, "cPluginLua");
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lua_setglobal(m_LuaState, "g_Plugin");
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}
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@@ -145,7 +145,7 @@ bool cPluginLua::Load(void)
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}
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}
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std::sort(LuaFiles.begin(), LuaFiles.end());
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// Warn if there are no Lua files in the plugin folder:
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if (LuaFiles.empty())
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{
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@@ -1879,7 +1879,7 @@ bool cPluginLua::HandleCommand(const AStringVector & a_Split, cPlayer & a_Player
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LOGWARNING("Command handler is registered in cPluginManager but not in cPlugin, wtf? Command \"%s\".", a_Split[0].c_str());
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return false;
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}
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cCSLock Lock(m_CriticalSection);
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bool res = false;
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m_LuaState.Call(cmd->second, a_Split, &a_Player, a_FullCommand, cLuaState::Return, res);
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@@ -1901,7 +1901,7 @@ bool cPluginLua::HandleConsoleCommand(const AStringVector & a_Split, cCommandOut
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);
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return false;
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}
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cCSLock Lock(m_CriticalSection);
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bool res = false;
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AString str;
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@@ -1967,13 +1967,13 @@ bool cPluginLua::CanAddOldStyleHook(int a_HookType)
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m_LuaState.LogStackTrace();
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return false;
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}
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// Check if the function is available
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if (m_LuaState.HasFunction(FnName))
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{
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return true;
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}
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LOGWARNING("Plugin %s wants to add a hook (%d), but it doesn't provide the callback function \"%s\" for it. The plugin need not work properly.",
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GetName().c_str(), a_HookType, FnName
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);
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@@ -2042,7 +2042,7 @@ const char * cPluginLua::GetHookFnName(int a_HookType)
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case cPluginManager::HOOK_WEATHER_CHANGED: return "OnWeatherChanged";
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case cPluginManager::HOOK_WEATHER_CHANGING: return "OnWeatherChanging";
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case cPluginManager::HOOK_WORLD_TICK: return "OnWorldTick";
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case cPluginManager::HOOK_NUM_HOOKS:
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{
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// Satisfy a warning that all enum values should be used in a switch
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@@ -2062,7 +2062,7 @@ const char * cPluginLua::GetHookFnName(int a_HookType)
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bool cPluginLua::AddHookRef(int a_HookType, int a_FnRefIdx)
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{
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ASSERT(m_CriticalSection.IsLockedByCurrentThread()); // It probably has to be, how else would we have a LuaState?
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// Check if the function reference is valid:
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cLuaState::cRef * Ref = new cLuaState::cRef(m_LuaState, a_FnRefIdx);
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if ((Ref == nullptr) || !Ref->IsValid())
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@@ -2073,7 +2073,7 @@ bool cPluginLua::AddHookRef(int a_HookType, int a_FnRefIdx)
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Ref = nullptr;
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return false;
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}
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m_HookMap[a_HookType].push_back(Ref);
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return true;
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}
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@@ -2090,7 +2090,7 @@ int cPluginLua::CallFunctionFromForeignState(
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)
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{
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cCSLock Lock(m_CriticalSection);
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// Call the function:
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int NumReturns = m_LuaState.CallFunctionWithForeignParams(a_FunctionName, a_ForeignState, a_ParamStart, a_ParamEnd);
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if (NumReturns < 0)
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@@ -2098,17 +2098,17 @@ int cPluginLua::CallFunctionFromForeignState(
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// The call has failed, an error has already been output to the log, so just silently bail out with the same error
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return NumReturns;
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}
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// Copy all the return values:
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int Top = lua_gettop(m_LuaState);
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int res = a_ForeignState.CopyStackFrom(m_LuaState, Top - NumReturns + 1, Top);
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// Remove the return values off this stack:
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if (NumReturns > 0)
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{
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lua_pop(m_LuaState, NumReturns);
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}
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return res;
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}
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@@ -2204,7 +2204,7 @@ void cPluginLua::Unreference(int a_LuaRef)
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bool cPluginLua::CallbackWindowClosing(int a_FnRef, cWindow & a_Window, cPlayer & a_Player, bool a_CanRefuse)
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{
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ASSERT(a_FnRef != LUA_REFNIL);
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cCSLock Lock(m_CriticalSection);
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bool res = false;
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m_LuaState.Call(a_FnRef, &a_Window, &a_Player, a_CanRefuse, cLuaState::Return, res);
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@@ -2218,7 +2218,7 @@ bool cPluginLua::CallbackWindowClosing(int a_FnRef, cWindow & a_Window, cPlayer
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void cPluginLua::CallbackWindowSlotChanged(int a_FnRef, cWindow & a_Window, int a_SlotNum)
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{
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ASSERT(a_FnRef != LUA_REFNIL);
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cCSLock Lock(m_CriticalSection);
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m_LuaState.Call(a_FnRef, &a_Window, a_SlotNum);
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}
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