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Refactor some Lua API functions in preparation for async env
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@@ -1371,7 +1371,7 @@ void push_inventory_lists(lua_State *L, const Inventory &inv)
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/******************************************************************************/
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void read_inventory_list(lua_State *L, int tableindex,
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Inventory *inv, const char *name, Server* srv, int forcesize)
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Inventory *inv, const char *name, IGameDef *gdef, int forcesize)
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{
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if(tableindex < 0)
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tableindex = lua_gettop(L) + 1 + tableindex;
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@@ -1383,7 +1383,7 @@ void read_inventory_list(lua_State *L, int tableindex,
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}
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// Get Lua-specified items to insert into the list
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std::vector<ItemStack> items = read_items(L, tableindex,srv);
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std::vector<ItemStack> items = read_items(L, tableindex, gdef);
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size_t listsize = (forcesize >= 0) ? forcesize : items.size();
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// Create or resize/clear list
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@@ -1635,7 +1635,7 @@ void push_items(lua_State *L, const std::vector<ItemStack> &items)
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}
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/******************************************************************************/
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std::vector<ItemStack> read_items(lua_State *L, int index, Server *srv)
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std::vector<ItemStack> read_items(lua_State *L, int index, IGameDef *gdef)
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{
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if(index < 0)
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index = lua_gettop(L) + 1 + index;
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@@ -1651,7 +1651,7 @@ std::vector<ItemStack> read_items(lua_State *L, int index, Server *srv)
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if (items.size() < (u32) key) {
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items.resize(key);
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}
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items[key - 1] = read_item(L, -1, srv->idef());
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items[key - 1] = read_item(L, -1, gdef->idef());
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lua_pop(L, 1);
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}
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return items;
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