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synced 2025-05-10 12:36:45 +03:00
Made LUA script optional; Deleted my bugged test code for volumes;
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parent
7daed7abb6
commit
99f476f3b9
2 changed files with 15 additions and 10 deletions
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@ -815,8 +815,11 @@ GAME_STATUS DoLevel(int index, std::string ambient, bool loadFromSavegame)
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GameScriptLevel* level = g_GameFlow->Levels[index];
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GameScriptLevel* level = g_GameFlow->Levels[index];
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std::string err;
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std::string err;
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g_GameScript->ExecuteScript(level->ScriptFileName, err);
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if (!level->ScriptFileName.empty())
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g_GameScript->InitCallbacks();
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{
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g_GameScript->ExecuteScript(level->ScriptFileName, err);
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g_GameScript->InitCallbacks();
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}
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// Restore the game?
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// Restore the game?
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if (loadFromSavegame)
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if (loadFromSavegame)
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@ -955,10 +958,7 @@ void TestTriggers(short *data, int heavy, int HeavyFlags)
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{
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{
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// Execute trigger
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// Execute trigger
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//g_GameScript->ExecuteScript();
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//g_GameScript->ExecuteScript();
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Lara.gunType = WEAPON_UZI;
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}
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}
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else
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Lara.gunType = WEAPON_NONE;
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/*if (volumeBox.Intersects(laraBox))
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/*if (volumeBox.Intersects(laraBox))
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{
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{
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@ -407,27 +407,32 @@ static void doCallback(sol::protected_function const & func) {
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void GameScript::OnStart()
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void GameScript::OnStart()
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{
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{
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doCallback(m_onStart);
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if (m_onStart.valid())
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doCallback(m_onStart);
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}
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}
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void GameScript::OnLoad()
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void GameScript::OnLoad()
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{
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{
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doCallback(m_onLoad);
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if (m_onLoad.valid())
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doCallback(m_onLoad);
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}
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}
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void GameScript::OnControlPhase()
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void GameScript::OnControlPhase()
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{
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{
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doCallback(m_onControlPhase);
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if (m_onControlPhase.valid())
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doCallback(m_onControlPhase);
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}
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}
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void GameScript::OnSave()
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void GameScript::OnSave()
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{
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{
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doCallback(m_onSave);
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if (m_onSave.valid())
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doCallback(m_onSave);
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}
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}
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void GameScript::OnEnd()
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void GameScript::OnEnd()
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{
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{
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doCallback(m_onEnd);
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if (m_onEnd.valid())
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doCallback(m_onEnd);
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}
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}
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void GameScript::InitCallbacks()
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void GameScript::InitCallbacks()
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