The simple configuration will be used first. luaplus will waste a lot of time because other people's teaching materials are not clearly written in the table loop. It will only be known after reading SRC.
Bytes ------------------------------------------------------------------------------------------------------
Tabobjectdata = {
[0x00001000] = {
Meshname = "00040_lian.mesh ",
Meshdir = "/models/player/female /",
Showname = "actress 1 ",
Scaling = 0.01,
Image = "ptgw. TGA ",
Imageindex = 0,
Required tlist = {
[0x00000001] = {
Bindbone = "",
Offestpos = {x = 0.0, y = 0.0, Z = 0.0 },
Direction = {x = 0.0, y = 0.0, Z = 0.0}
}
}
},
[0x00002000] = {
Meshname = "male clothes 30. mesh ",
Meshdir = "/models/player/Male /",
Showname = "actress 1 ",
Scaling = 0.01,
Image = "ptgw. TGA ",
Imageindex = 0,
Required tlist = {
[0x00000001] = {
Bindbone = "",
Offestpos = {x = 0.0, y = 0.0, Z = 0.0 },
Direction = {x = 0.0, y = 0.0, Z = 0.0}
}
}
},
[0x00000007] = {
Meshname = "ninja. mesh ",
Meshdir = "/models/player/ninja/s ",
Showname = "actress 1 ",
Scaling = 0.01,
Image = "ptgw. TGA ",
Imageindex = 0,
Required tlist = {
[0x00000001] = {
Bindbone = "",
Offestpos = {x = 0.0, y = 0.0, Z = 0.0 },
Direction = {x = 0.0, y = 0.0, Z = 0.0}
}
}
}
}
Bytes --------------------------------------------------------------------------------------
Luaplus: luaobject objectdata = gameglobalmanager: getsingletonptr ()-> getluastate (). Get ()-> getglobal ("tabobjectdata ");
For (luatableiterator it (objectdata); it ++)
{
Luaplus: luaobject gameobj = it. getvalue ();
If (gameobj. istable ())
{
// The table of each object
Printf ("Object: % 08x \ n", it. getkey (). tointeger ());
Luaplus: luaobject upload tobj = gameobj. getbyname ("effectlist ");
If (optional tobj. istable ())
{
For (luatableiterator itr (effectobj); itr ++)
{
If (itr. getvalue (). istable ())
{
Printf ("special effect of object: % 08x: % 08x \ n", it. getkey (). tointeger (), itr. getkey (). tointeger ());
}
}
}
}
}