Fix lua nil for MacOS
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cf13a9714d
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@ -88,7 +88,7 @@ struct to_lua_object : public boost::static_visitor<sol::object>
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{
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to_lua_object(sol::state &state) : state(state) {}
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template <typename T> auto operator()(T &v) const { return sol::make_object(state, v); }
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auto operator()(boost::blank &) const { return sol::nil; }
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auto operator()(boost::blank &) const { return sol::lua_nil; }
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sol::state &state;
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};
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} // namespace
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@ -236,7 +236,7 @@ void Sol2ScriptingEnvironment::InitContext(LuaScriptingContext &context)
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auto get_location_tag = [](auto &context, const auto &location, const char *key) {
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if (context.location_dependent_data.empty())
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return sol::object(sol::nil);
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return sol::object(sol::lua_nil);
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const LocationDependentData::point_t point{location.lon(), location.lat()};
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if (!boost::geometry::equals(context.last_location_point, point))
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@ -943,7 +943,7 @@ Sol2ScriptingEnvironment::GetStringListFromTable(const std::string &table_name)
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auto &context = GetSol2Context();
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BOOST_ASSERT(context.state.lua_state() != nullptr);
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std::vector<std::string> strings;
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if (context.profile_table[table_name] == sol::nil)
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if (context.profile_table[table_name] == nullptr)
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{
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return strings;
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}
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@ -965,7 +965,7 @@ Sol2ScriptingEnvironment::GetStringListsFromTable(const std::string &table_name)
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auto &context = GetSol2Context();
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BOOST_ASSERT(context.state.lua_state() != nullptr);
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if (context.profile_table[table_name] == sol::nil)
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if (context.profile_table[table_name] == nullptr)
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{
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return string_lists;
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}
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