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synced 2025-10-04 13:27:14 +00:00
Misc fixes and cleanups; fixed variadic Lua calls to self.
Script interface: - entity_msg() will no longer corrupt the Lua stack if sending messages to itself. - added more info to non-critical Lua errors ("attempt to call a nil value", etc) - replaced many lua_tostring() with getString(), which does never return NULL. This prevents possible crashes when a non-string parameter is passed to functions expecting a string. Misc: - Removed classes BoxElement, DFSprite, Datafile, and related references. They were essentially unused. - Removed unused Element class member variables. - Show more lines in the in-game console.
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15 changed files with 95 additions and 213 deletions
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@ -740,7 +740,7 @@ void SkeletalSprite::animate(const std::string &animation, int loop, int layer)
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animLayers[layer].animate(animation, loop);
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}
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float SkeletalSprite::transitionAnimate(std::string anim, float time, int loop, int layer)
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float SkeletalSprite::transitionAnimate(const std::string& anim, float time, int loop, int layer)
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{
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AnimationLayer *animLayer = getAnimationLayer(layer);
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if (animLayer)
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@ -217,7 +217,7 @@ public:
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void stopAnimation(int layer=0);
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void stopAllAnimations();
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float transitionAnimate(std::string anim, float time, int loop=0, int layer=0);
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float transitionAnimate(const std::string& anim, float time, int loop=0, int layer=0);
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bool isAnimating(int layer=0);
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