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Add this comment to remind myself to think about stuff when implementing loading/saving.
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@ -437,6 +437,10 @@ bool GameScript::SetLevelFunc(sol::table tab, std::string const& luaName, sol::o
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m_levelFuncs.insert_or_assign(luaName, value.as<sol::protected_function>());
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break;
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default:
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//todo When we save the game, do we save the functions or just the names?
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//todo It may be better just to save the names so that we can load the callbacks
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//todo from the level script each time (vital if the builder updates their
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//todo scripts after release -- squidshire, 31/08/2021
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std::string error{ "Could not assign LevelFuncs." };
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error += luaName + "; it must be a function (or nil).";
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return ScriptAssert(false, error);
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