#include "Script/NLuaState.h" extern "C" { #include #include } // GLOBAL: gl_24849 void* g_entryQueueMgr = nullptr; struct TreeSubNode { TreeSubNode* left; TreeSubNode* parent; TreeSubNode* right; char color; char isnil; }; struct TreeSubMap { TreeSubNode* head; unsigned int size; void Clear(); void EraseSubtree(TreeSubMap& al, TreeSubNode* node); }; // OFFSET: 0x00CA4AE0 // FUNCTION: fn_20939 void TreeSubMap::Clear() { TreeSubNode* cur = this->head->parent; while (cur->isnil == 0) { this->EraseSubtree(*this, cur->right); TreeSubNode* next = cur->left; ::operator delete(cur, 0x18); cur = next; } this->head->parent = this->head; this->head->left = this->head; this->head->right = this->head; this->size = 0; } // OFFSET: 0x00CA4B60 // FUNCTION: fn_20940 void* sub_CA4B60() { return g_entryQueueMgr; } // OFFSET: 0x00CA4CF0 // FUNCTION: fn_20941 NLuaState::NLuaState() : m_state(nullptr), m_isValid(false) { this->m_state = luaL_newstate(); if (this->m_state != nullptr) { this->m_isValid = true; } } NLuaState::~NLuaState() { if (this->m_state != nullptr) { lua_close(this->m_state); this->m_state = nullptr; } } NLuaThread::NLuaThread(NLuaState& parent) : m_state(nullptr), m_isValid(false) { this->m_state = lua_newthread(parent.m_state); if (this->m_state != nullptr) { this->m_isValid = true; } } // OFFSET: 0x00CA4E80 // FUNCTION: fn_20944 NLuaThread::~NLuaThread() { this->m_state = nullptr; }