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Make GameScriptItemInfo inherit from GameScriptNamedBase and remove functions which now reside there.
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c82a505b67
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2 changed files with 6 additions and 44 deletions
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@ -42,38 +42,8 @@ GameScriptItemInfo::~GameScriptItemInfo() {
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}
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}
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static void index_error(GameScriptItemInfo & item, sol::object key)
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{
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std::string err = "Attempted to read non-existant var \"" + key.as<std::string>() + "\" from " + LUA_CLASS_NAME;
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if (WarningsAsErrors)
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{
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throw std::runtime_error(err);
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}
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}
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static auto index_error = index_error_maker(GameScriptItemInfo, LUA_CLASS_NAME);
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callbackSetName GameScriptItemInfo::s_callbackSetName = [] (std::string const & n, int num) {
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std::string err = "\"Set Name\" callback is not set.";
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if (WarningsAsErrors)
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{
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throw std::runtime_error(err);
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}
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return false;
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};
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callbackRemoveName GameScriptItemInfo::s_callbackRemoveName = [] (std::string const & n) {
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std::string err = "\"Remove Name\" callback is not set.";
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if (WarningsAsErrors)
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{
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throw std::runtime_error(err);
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}
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return false;
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};
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void GameScriptItemInfo::SetNameCallbacks(callbackSetName cbs, callbackRemoveName cbr)
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{
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s_callbackSetName = cbs;
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s_callbackRemoveName = cbr;
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}
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/*** If you create items with this you NEED to give a position, room,
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and object number, and then call InitialiseItem before it will work.
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@ -92,9 +62,6 @@ template <bool temp> std::unique_ptr<GameScriptItemInfo> CreateEmpty()
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return std::make_unique<GameScriptItemInfo>(num, temp);
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}
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/*** For more information on each parameter, see the
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associated getters and setters. If you do not know what to set for these,
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most can just be set them to zero (see usage) or use the overload which
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@ -204,7 +171,7 @@ void GameScriptItemInfo::Register(sol::state* state)
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state->new_usertype<GameScriptItemInfo>(LUA_CLASS_NAME,
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"newItem", sol::overload(Create<false>, CreateEmpty<false>),
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"newItemTemporary", sol::overload(Create<true>, CreateEmpty<true>),
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sol::meta_function::index, &index_error,
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sol::meta_function::index, index_error,
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/// Initialise an item.
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//Use this if you called new with no arguments
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@ -235,7 +202,6 @@ void GameScriptItemInfo::Register(sol::state* state)
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// @mem requiredAnimState
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"requiredAnimState", sol::property(&GameScriptItemInfo::GetRequiredAnimState, &GameScriptItemInfo::SetRequiredAnimState),
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/// (int) State of goal animation
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// @mem goalAnimState
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"goalAnimState", sol::property(&GameScriptItemInfo::GetGoalAnimState, &GameScriptItemInfo::SetGoalAnimState),
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