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Make SetLevelFunc and GetLevelFunc only store the function in m_levelFuncs.
Store the function in m_levelFuncs instead of the table itself.
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commit
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2 changed files with 16 additions and 15 deletions
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@ -60,17 +60,17 @@ class GameScript : public LuaHandler
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{
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private:
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LuaVariables m_globals{};
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LuaVariables m_locals{};
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DisplayStringMap m_userDisplayStrings{};
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std::unordered_map<std::string, VarMapVal> m_nameMap{};
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std::unordered_map<std::string, short> m_itemsMapName{};
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std::unordered_set<std::string> m_levelFuncs{};
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sol::protected_function m_onStart{};
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sol::protected_function m_onLoad{};
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sol::protected_function m_onControlPhase{};
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sol::protected_function m_onSave{};
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sol::protected_function m_onEnd{};
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LuaVariables m_globals{};
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LuaVariables m_locals{};
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DisplayStringMap m_userDisplayStrings{};
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std::unordered_map<std::string, VarMapVal> m_nameMap{};
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std::unordered_map<std::string, short> m_itemsMapName{};
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std::unordered_map<std::string, sol::protected_function> m_levelFuncs{};
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sol::protected_function m_onStart{};
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sol::protected_function m_onLoad{};
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sol::protected_function m_onControlPhase{};
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sol::protected_function m_onSave{};
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sol::protected_function m_onEnd{};
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void ResetLevelTables();
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