FS2_Open
Open source remastering of the Freespace 2 engine
lua.h File Reference
#include <lauxlib.h>
#include <lualib.h>
#include "globalincs/pstypes.h"
#include "menuui/mainhallmenu.h"
#include "object/object.h"

Go to the source code of this file.

Classes

struct  ade_odata
 
class  ade_table_entry
 
class  ade_lib_handle
 
class  ade_obj< StoreType >
 

Macros

#define ODATA_PTR_SIZE   -1
 
#define ODATA_SIG_TYPE   uint
 
#define ODATA_SIG_DEFAULT   0
 
#define ADE_INDEX(ate)   (ate - &Ade_table_entries[0])
 

Functions

int ade_get_args (lua_State *L, const char *fmt,...)
 
int ade_set_args (lua_State *L, const char *fmt,...)
 
void ade_stackdump (lua_State *L, char *stackdump)
 
int ade_friendly_error (lua_State *L)
 

Variables

int Ade_get_args_skip
 
bool Ade_get_args_lfunction
 
SCP_vector< class ade_table_entryAde_table_entries
 
ade_obj< object_hl_Object
 
ade_obj< object_hl_Weapon
 
ade_obj< object_hl_Ship
 
ade_obj< object_hl_Debris
 
ade_obj< object_hl_Asteroid
 

Macro Definition Documentation

#define ADE_INDEX (   ate)    (ate - &Ade_table_entries[0])

Definition at line 72 of file lua.h.

#define ODATA_PTR_SIZE   -1

Definition at line 30 of file lua.h.

#define ODATA_SIG_DEFAULT   0

Definition at line 32 of file lua.h.

#define ODATA_SIG_TYPE   uint

Definition at line 31 of file lua.h.

Function Documentation

int ade_friendly_error ( lua_State *  L)

Definition at line 16392 of file lua.cpp.

int ade_get_args ( lua_State *  L,
const char *  fmt,
  ... 
)

Definition at line 16113 of file lua.cpp.

int ade_set_args ( lua_State *  L,
const char *  fmt,
  ... 
)

Definition at line 16313 of file lua.cpp.

void ade_stackdump ( lua_State *  L,
char *  stackdump 
)

Definition at line 15953 of file lua.cpp.

Variable Documentation

bool Ade_get_args_lfunction

Definition at line 16098 of file lua.cpp.

int Ade_get_args_skip

Definition at line 16097 of file lua.cpp.

SCP_vector<class ade_table_entry> Ade_table_entries

Definition at line 61 of file lua.cpp.

ade_obj<object_h> l_Asteroid
ade_obj<object_h> l_Debris
ade_obj<object_h> l_Object
ade_obj<object_h> l_Ship
ade_obj<object_h> l_Weapon