diff --git a/TR5Main/Scripting/GameLogicScript.cpp b/TR5Main/Scripting/GameLogicScript.cpp index c20a4ca98..5a5e66363 100644 --- a/TR5Main/Scripting/GameLogicScript.cpp +++ b/TR5Main/Scripting/GameLogicScript.cpp @@ -437,6 +437,10 @@ bool GameScript::SetLevelFunc(sol::table tab, std::string const& luaName, sol::o m_levelFuncs.insert_or_assign(luaName, value.as()); break; default: + //todo When we save the game, do we save the functions or just the names? + //todo It may be better just to save the names so that we can load the callbacks + //todo from the level script each time (vital if the builder updates their + //todo scripts after release -- squidshire, 31/08/2021 std::string error{ "Could not assign LevelFuncs." }; error += luaName + "; it must be a function (or nil)."; return ScriptAssert(false, error);