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Linux: fix compiler errors and crashes (for some versions of GCC) aft…
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…er upgrading to the latest version of Sol2/3
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BodbDearg committed Jun 13, 2023
1 parent 2877735 commit 271b688
Showing 1 changed file with 23 additions and 22 deletions.
45 changes: 23 additions & 22 deletions game/PsyDoom/ScriptBindings.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -821,23 +821,24 @@ static void registerType_sector_t(sol::state& lua) noexcept {
type["ceil_tex_offset_y"] = SOL_LERPED_SECTOR_FIXED_PROPERTY_AS_FLOAT(sector_t, ceilTexOffsetY);
type["numlines"] = sol::readonly(&sector_t::linecount);
type["hasthinker"] = sol::readonly_property([](const sector_t& sector){ return (sector.specialdata != nullptr); });
type.set_function("GetLine", GetLineInSector);
type.set_function("ForEachLine", ForEachLineInSector);
type.set_function("ForEachMobj", ForEachMobjInSector);
type.set_function("FindMobjWithType", FindMobjWithType);
type.set_function("ForEachSurroundingSector", ForEachSurroundingSector);
type.set_function("GetLowestSurroundingFloor", GetLowestSurroundingFloor);
type.set_function("GetLowestSurroundingCeiling", GetLowestSurroundingCeiling);
type.set_function("GetLowestSurroundingLightLevel", GetLowestSurroundingLightLevel);
type.set_function("GetHighestSurroundingFloor", GetHighestSurroundingFloor);
type.set_function("GetHighestSurroundingCeiling", GetHighestSurroundingCeiling);
type.set_function("GetHighestSurroundingLightLevel", GetHighestSurroundingLightLevel);
type.set_function("GetNextLowestSurroundingFloor", GetNextLowestSurroundingFloor);
type.set_function("GetNextLowestSurroundingCeiling", GetNextLowestSurroundingCeiling);
type.set_function("GetNextLowestSurroundingLightLevel", GetNextLowestSurroundingLightLevel);
type.set_function("GetNextHighestSurroundingFloor", GetNextHighestSurroundingFloor);
type.set_function("GetNextHighestSurroundingCeiling", GetNextHighestSurroundingCeiling);
type.set_function("GetNextHighestSurroundingLightLevel", GetNextHighestSurroundingLightLevel);

type.set_function("GetLine", &GetLineInSector);
type.set_function("ForEachLine", &ForEachLineInSector);
type.set_function("ForEachMobj", &ForEachMobjInSector);
type.set_function("FindMobjWithType", &FindMobjWithType);
type.set_function("ForEachSurroundingSector", &ForEachSurroundingSector);
type.set_function("GetLowestSurroundingFloor", &GetLowestSurroundingFloor);
type.set_function("GetLowestSurroundingCeiling", &GetLowestSurroundingCeiling);
type.set_function("GetLowestSurroundingLightLevel", &GetLowestSurroundingLightLevel);
type.set_function("GetHighestSurroundingFloor", &GetHighestSurroundingFloor);
type.set_function("GetHighestSurroundingCeiling", &GetHighestSurroundingCeiling);
type.set_function("GetHighestSurroundingLightLevel", &GetHighestSurroundingLightLevel);
type.set_function("GetNextLowestSurroundingFloor", &GetNextLowestSurroundingFloor);
type.set_function("GetNextLowestSurroundingCeiling", &GetNextLowestSurroundingCeiling);
type.set_function("GetNextLowestSurroundingLightLevel", &GetNextLowestSurroundingLightLevel);
type.set_function("GetNextHighestSurroundingFloor", &GetNextHighestSurroundingFloor);
type.set_function("GetNextHighestSurroundingCeiling", &GetNextHighestSurroundingCeiling);
type.set_function("GetNextHighestSurroundingLightLevel", &GetNextHighestSurroundingLightLevel);

makeTypeReadOnly(type);
}
Expand Down Expand Up @@ -922,11 +923,11 @@ static void registerType_player_t(sol::state& lua) noexcept {
type["readyweapon"] = sol::readonly_property([](const player_t& p) noexcept { return (uint32_t) p.readyweapon; });
type["pendingweapon"] = sol::readonly_property([](const player_t& p) noexcept { return (uint32_t) p.pendingweapon; });

type.set_function("GetPowerTicsLeft", Player_GetPowerTicsLeft);
type.set_function("HasCard", Player_HasCard);
type.set_function("IsWeaponOwned", Player_IsWeaponOwned);
type.set_function("GetAmmo", Player_GetAmmo);
type.set_function("GetMaxAmmo", Player_GetMaxAmmo);
type.set_function("GetPowerTicsLeft", &Player_GetPowerTicsLeft);
type.set_function("HasCard", &Player_HasCard);
type.set_function("IsWeaponOwned", &Player_IsWeaponOwned);
type.set_function("GetAmmo", &Player_GetAmmo);
type.set_function("GetMaxAmmo", &Player_GetMaxAmmo);

makeTypeReadOnly(type);
}
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