refactor: no more dynvalues or userdatas

This commit is contained in:
Evil Factory
2021-08-29 00:16:33 -03:00
parent fdb9ca1d30
commit e24797dd05
16 changed files with 161 additions and 149 deletions
@@ -441,7 +441,7 @@ namespace Barotrauma.Items.Components
#if SERVER
if (!lastSignal.ContainsValue(connection.Name) || lastSignal[connection.Name] != signal.value)
{
GameMain.Lua.hook.Call("signalReceived", new DynValue[] { UserData.Create(signal), UserData.Create(connection) });
GameMain.Lua.hook.Call("signalReceived", new object[] { signal, connection });
lastSignal[connection.Name] = signal.value;
}
@@ -187,10 +187,18 @@ namespace Barotrauma.Items.Components
if (senderComponent != null && !CanReceive(senderComponent)) { return; }
#if SERVER
var should = GameMain.Lua.hook.Call("wifiSignalTransmitted", new DynValue[] { UserData.Create(this), UserData.Create(signal), DynValue.NewBoolean(sentFromChat) });
var should = GameMain.Lua.hook.Call("wifiSignalTransmitted", new object[] { this, signal, sentFromChat });
if (should != null && should.CastToBool())
return;
if (should != null)
{
if (should is DynValue dyn)
{
if (dyn.CastToBool())
{
return;
}
}
}
#endif
bool chatMsgSent = false;
@@ -2226,11 +2226,17 @@ namespace Barotrauma
if (condition == 0.0f) { return; }
#if SERVER
var should = GameMain.Lua.hook.Call("itemUse", new DynValue[] { LuaSetup.CreateUserDataSafe(this), LuaSetup.CreateUserDataSafe(character), LuaSetup.CreateUserDataSafe(targetLimb) });
var should = GameMain.Lua.hook.Call("itemUse", new object[] { this, character, targetLimb });
if (should != null && should.CastToBool())
if (should != null)
{
return;
if (should is DynValue dyn)
{
if (dyn.CastToBool())
{
return;
}
}
}
#endif
@@ -2268,11 +2274,17 @@ namespace Barotrauma
if (condition == 0.0f) { return; }
#if SERVER
var should = GameMain.Lua.hook.Call("itemSecondaryUse", new DynValue[] { LuaSetup.CreateUserDataSafe(this), LuaSetup.CreateUserDataSafe(character)});
var should = GameMain.Lua.hook.Call("itemSecondaryUse", new object[] { this, character});
if (should != null && should.CastToBool())
if (should != null)
{
return;
if (should is DynValue dyn)
{
if (dyn.CastToBool())
{
return;
}
}
}
#endif
@@ -2308,11 +2320,17 @@ namespace Barotrauma
public void ApplyTreatment(Character user, Character character, Limb targetLimb)
{
#if SERVER
var should = GameMain.Lua.hook.Call("itemApplyTreatment", new DynValue[] { LuaSetup.CreateUserDataSafe(this), LuaSetup.CreateUserDataSafe(user), LuaSetup.CreateUserDataSafe(character), LuaSetup.CreateUserDataSafe(targetLimb) });
var should = GameMain.Lua.hook.Call("itemApplyTreatment", new object[] { this, user, character, targetLimb });
if (should != null && should.CastToBool())
if (should != null)
{
return;
if (should is DynValue dyn)
{
if (dyn.CastToBool())
{
return;
}
}
}
#endif
@@ -2373,11 +2391,17 @@ namespace Barotrauma
public void Drop(Character dropper, bool createNetworkEvent = true)
{
#if SERVER
var should = GameMain.Lua.hook.Call("itemDrop", new DynValue[] { LuaSetup.CreateUserDataSafe(this), LuaSetup.CreateUserDataSafe(dropper)});
var should = GameMain.Lua.hook.Call("itemDrop", new object[] { this, dropper});
if (should != null && should.CastToBool())
if (should != null)
{
return;
if (should is DynValue dyn)
{
if (dyn.CastToBool())
{
return;
}
}
}
#endif
@@ -2432,11 +2456,17 @@ namespace Barotrauma
public void Equip(Character character)
{
#if SERVER
var should = GameMain.Lua.hook.Call("itemEquip", new DynValue[] { LuaSetup.CreateUserDataSafe(this), LuaSetup.CreateUserDataSafe(character)});
var should = GameMain.Lua.hook.Call("itemEquip", new object[] { this, character});
if (should != null && should.CastToBool())
if (should != null)
{
return;
if (should is DynValue dyn)
{
if (dyn.CastToBool())
{
return;
}
}
}
#endif
@@ -2452,11 +2482,17 @@ namespace Barotrauma
public void Unequip(Character character)
{
#if SERVER
var should = GameMain.Lua.hook.Call("itemUnequip", new DynValue[] { LuaSetup.CreateUserDataSafe(this), LuaSetup.CreateUserDataSafe(character)});
var should = GameMain.Lua.hook.Call("itemUnequip", new object[] { this, character });
if (should != null && should.CastToBool())
if (should != null)
{
return;
if (should is DynValue dyn)
{
if (dyn.CastToBool())
{
return;
}
}
}
#endif