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fix(scripting/lua): correct LuaNativeContext constructor #2286

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merged 1 commit into from
Dec 5, 2023

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Ehbw
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@Ehbw Ehbw commented Nov 25, 2023

Fixes #2183 and the forums post referenced (SetPlayerRoutingBucket, SetEntityRoutingBucket natives)

Repro

RegisterCommand("setBucket", function(source, args)
    SetPlayerRoutingBucket(tostring(source), (tonumber(args[1] or "100") or 100))
end, false)

RegisterCommand("getBucket", function(source)
    print(("You are in bucket %s"):format(GetPlayerRoutingBucket(tostring(source))))
end, false)

@Ehbw Ehbw force-pushed the fix/oal-arguments branch 2 times, most recently from bdd8733 to d68c321 Compare November 25, 2023 19:33
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@thorium-cfx thorium-cfx left a comment

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Thank you for your contribution, only a small style concern. If you're able could you also check if it has other uninitialized fields?

LUA_INLINE LuaNativeContext(void*, int numArguments)

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Instead of renaming a fine parameter name, you can initialize them like this (preferred in C++):

LUA_INLINE LuaNativeContext(void*, int numArguments)
	: numArguments(numArguments)
	, numResults(0)
{
}

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@gottfriedleibniz gottfriedleibniz Nov 27, 2023

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That struct inherits fxNativeContext.

The amount of bloat/cruft in this area is quite high.

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Instead of renaming a fine parameter name, you can initialize them like this (preferred in C++):

LUA_INLINE LuaNativeContext(void*, int numArguments)
	: numArguments(numArguments)
	, numResults(0)
{
}

I originally did this, however it required me to redefine those fields again in the struct.

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@thorium-cfx thorium-cfx Nov 28, 2023

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🤦‍♂️I see... just do this->numArguments = numArguments for now then, we'll get to it later

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done

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4 participants