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> if( lua_isFunctionPresent("fredname_IsDestroyed")
>       {
>       lua_fn = lua_getglobal("fredname_IsDestroyed");
>       lua_callfunction(lua_fn);
>       }

off the top of my head:

lua_fn = lua_getglobal("fredname_IsDestroyed");
if (lua_fn != LUA_NOOBJECT) {
  lua_callfunction(lua_fn);
}

I do exactly the same type of things for my game, and I cache the existence
of these callbacks, so I don't have to getglobal usually, except when the
Lua script adds/removed callbacks, in which cases it calls a routine to
reread
the present callbacks and recache them.

--
Vincent Penquerc'h