// Get server from registry
lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_SCRIPTAPI);
- ScriptApiBase *script = (ScriptApiBase *) lua_touserdata(L, -1);
+ ScriptApiBase *script;
+#if INDIRECT_SCRIPTAPI_RIDX
+ script = (ScriptApiBase *) *(void**)(lua_touserdata(L, -1));
+#else
+ script = (ScriptApiBase *) lua_touserdata(L, -1);
+#endif
lua_pop(L, 1);
const IGameDef *gamedef = script->getGameDef();
if (!gamedef)
ScriptApiBase *script = (ScriptApiBase *) lua_touserdata(L, -1);
lua_pop(L, 1);
+ // Client implementation
if (script->getType() == ScriptingType::Client) {
- std::string display_path = readParam<std::string>(L, 1);
- const std::string *path = script->getClient()->getModFile(display_path);
- if (!path) {
- std::string error_msg = "Coudln't find script called:" + display_path;
+ std::string path = readParam<std::string>(L, 1);
+ const std::string *contents = script->getClient()->getModFile(path);
+ if (!contents) {
+ std::string error_msg = "Coudln't find script called: " + path;
lua_pushnil(L);
lua_pushstring(L, error_msg.c_str());
return 2;
}
- if (!safeLoadFile(L, path->c_str(), display_path.c_str())) {
+
+ std::string chunk_name = "@" + path;
+ if (!safeLoadString(L, *contents, chunk_name.c_str())) {
lua_pushnil(L);
lua_insert(L, -2);
return 2;
return 1;
}
#endif
+
+ // Server implementation
const char *path = NULL;
if (lua_isstring(L, 1)) {
path = lua_tostring(L, 1);