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Fix examples, closes #26
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@ -51,7 +51,7 @@ int main() {
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// you must make sure that the name of the function
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// you must make sure that the name of the function
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// goes before the member function pointer
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// goes before the member function pointer
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lua.new_userdata<foo, std::string>("foo", "print", &foo::print, "test", &foo::test);
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lua.new_usertype<foo, std::string>("foo", "print", &foo::print, "test", &foo::test);
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// making the class from lua is simple
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// making the class from lua is simple
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// same with calling member functions
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// same with calling member functions
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@ -75,7 +75,7 @@ int main() {
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// the first argument of construction is the name
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// the first argument of construction is the name
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// second is the constructor types
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// second is the constructor types
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// then the rest are function name and member function pointer pairs
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// then the rest are function name and member function pointer pairs
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sol::userdata<vector> udata("vector", ctor, "is_unit", &vector::is_unit);
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sol::usertype<vector> udata("vector", ctor, "is_unit", &vector::is_unit);
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// then you must register it
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// then you must register it
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lua.set_usertype("vector", udata);
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lua.set_usertype("vector", udata);
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@ -92,7 +92,7 @@ int main() {
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// You can even have C++-like member-variable-access
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// You can even have C++-like member-variable-access
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// just pass is public member variables in the same style as functions
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// just pass is public member variables in the same style as functions
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lua.new_userdata<variables>("variables", "low_gravity", &variables::low_gravity, "boost_level", &variables::boost_level);
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lua.new_usertype<variables>("variables", "low_gravity", &variables::low_gravity, "boost_level", &variables::boost_level);
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// making the class from lua is simple
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// making the class from lua is simple
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// same with calling member functions/variables
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// same with calling member functions/variables
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