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Rename GameFlowScript to Flow. Make Flow and Objects take parent tables and add their stuff to said tables.
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13 changed files with 93 additions and 88 deletions
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@ -1,11 +1,13 @@
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#include "frameworkandsol.h"
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#include "ScriptInterfaceState.h"
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#include "GameLogicScript.h"
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#include "GameFlowScript.h"
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#include "Flow/Flow.h"
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#include "Objects/ObjectsHandler.h"
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#include "Strings/StringsHandler.h"
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#include "ReservedScriptNames.h"
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sol::state g_solState;
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static sol::state g_solState;
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static sol::table s_rootTable;
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int lua_exception_handler(lua_State* L, sol::optional<std::exception const &> maybe_exception, sol::string_view description)
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{
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@ -19,12 +21,12 @@ ScriptInterfaceGame* ScriptInterfaceState::CreateGame()
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ScriptInterfaceFlow* ScriptInterfaceState::CreateFlow()
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{
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return new GameFlow(&g_solState);
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return new Flow(&g_solState, s_rootTable);
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}
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ScriptInterfaceObjectsHandler* ScriptInterfaceState::CreateObjectsHandler()
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{
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return new ObjectsHandler(&g_solState);
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return new ObjectsHandler(&g_solState, s_rootTable);
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}
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ScriptInterfaceStringsHandler* ScriptInterfaceState::CreateStringsHandler()
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@ -36,5 +38,8 @@ void ScriptInterfaceState::Init()
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{
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g_solState.open_libraries(sol::lib::base, sol::lib::math);
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g_solState.set_exception_handler(lua_exception_handler);
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s_rootTable = sol::table{ g_solState.lua_state(), sol::create };
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g_solState.set(ScriptReserved_TEN, s_rootTable);
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}
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