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author | Eugene Sandulenko | 2010-08-18 12:57:47 +0000 |
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committer | Eugene Sandulenko | 2010-10-12 22:55:59 +0000 |
commit | be44216e5c1d74879d7843215ce1cd3f488b4db8 (patch) | |
tree | cd49961f2fe9b1ea641e2e57d90b3d8a315123ea /engines/sword25/math/vertex.cpp | |
parent | 485ff15d23b3ae9545f5c9df794f1326185eae7a (diff) | |
download | scummvm-rg350-be44216e5c1d74879d7843215ce1cd3f488b4db8.tar.gz scummvm-rg350-be44216e5c1d74879d7843215ce1cd3f488b4db8.tar.bz2 scummvm-rg350-be44216e5c1d74879d7843215ce1cd3f488b4db8.zip |
SWORD25: eliminated BS_ prefix in all but kernel/
svn-id: r53259
Diffstat (limited to 'engines/sword25/math/vertex.cpp')
-rw-r--r-- | engines/sword25/math/vertex.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/engines/sword25/math/vertex.cpp b/engines/sword25/math/vertex.cpp index 575618dbb9..058f1c5cd1 100644 --- a/engines/sword25/math/vertex.cpp +++ b/engines/sword25/math/vertex.cpp @@ -48,7 +48,7 @@ extern "C" namespace Sword25 { -BS_Vertex &BS_Vertex::LuaVertexToVertex(lua_State *L, int StackIndex, BS_Vertex &Vertex) { +Vertex &Vertex::LuaVertexToVertex(lua_State *L, int StackIndex, Vertex &vertex) { #ifdef DEBUG int __startStackDepth = lua_gettop(L); #endif @@ -60,37 +60,37 @@ BS_Vertex &BS_Vertex::LuaVertexToVertex(lua_State *L, int StackIndex, BS_Vertex lua_pushstring(L, "X"); lua_gettable(L, StackIndex); if (!lua_isnumber(L, -1)) luaL_argcheck(L, 0, StackIndex, "the X component has to be a number"); - Vertex.X = static_cast<int>(lua_tonumber(L, -1)); + vertex.X = static_cast<int>(lua_tonumber(L, -1)); lua_pop(L, 1); // Read Y Component lua_pushstring(L, "Y"); lua_gettable(L, StackIndex); if (!lua_isnumber(L, -1)) luaL_argcheck(L, 0, StackIndex, "the Y component has to be a number"); - Vertex.Y = static_cast<int>(lua_tonumber(L, -1)); + vertex.Y = static_cast<int>(lua_tonumber(L, -1)); lua_pop(L, 1); #ifdef DEBUG BS_ASSERT(__startStackDepth == lua_gettop(L)); #endif - return Vertex; + return vertex; } // ----------------------------------------------------------------------------- -void BS_Vertex::VertexToLuaVertex(lua_State *L, const BS_Vertex &Vertex) { +void Vertex::VertexToLuaVertex(lua_State *L, const Vertex &vertex) { // Create New Table lua_newtable(L); // X value is written to table lua_pushstring(L, "X"); - lua_pushnumber(L, Vertex.X); + lua_pushnumber(L, vertex.X); lua_settable(L, -3); // Y value is written to table lua_pushstring(L, "Y"); - lua_pushnumber(L, Vertex.Y); + lua_pushnumber(L, vertex.Y); lua_settable(L, -3); } |