refactor players

This commit is contained in:
MihailRis
2024-11-22 16:17:13 +03:00
parent 7f41f95013
commit bd2acd5766
13 changed files with 101 additions and 151 deletions
+4 -6
View File
@@ -350,9 +350,9 @@ static int l_place(lua::State* L) {
"there is no block with index " + std::to_string(id)
);
}
auto player = level->getObject<Player>(playerid);
auto player = level->getPlayer(playerid);
controller->getBlocksController()->placeBlock(
player ? player.get() : nullptr, *def, int2blockstate(state), x, y, z
player, *def, int2blockstate(state), x, y, z
);
return 0;
}
@@ -367,10 +367,8 @@ static int l_destruct(lua::State* L) {
return 0;
}
auto& def = level->content->getIndices()->blocks.require(voxel->id);
auto player = level->getObject<Player>(playerid);
controller->getBlocksController()->breakBlock(
player ? player.get() : nullptr, def, x, y, z
);
auto player = level->getPlayer(playerid);
controller->getBlocksController()->breakBlock(player, def, x, y, z);
return 0;
}
+2 -2
View File
@@ -11,8 +11,8 @@
using namespace scripting;
inline std::shared_ptr<Player> get_player(lua::State* L, int idx) {
return level->getObject<Player>(lua::tointeger(L, idx));
inline Player* get_player(lua::State* L, int idx) {
return level->getPlayer(lua::tointeger(L, idx));
}
static int l_get_pos(lua::State* L) {