GameLogicScript inherits from LuaHandler now.

This commit is contained in:
hispidence 2021-06-16 14:39:43 +01:00
parent 5dfd9eda6f
commit a70bd1f13d
2 changed files with 5 additions and 32 deletions

View file

@ -13,12 +13,11 @@ extern GameFlow* g_GameFlow;
GameScript* g_GameScript;
bool WarningsAsErrors = false;
GameScript::GameScript(sol::state* lua)
GameScript::GameScript(sol::state* lua) : LuaHandler{ lua }
{
m_lua = lua;
// Add constants
//ExecuteScript("Scripts\\Constants.lua");
std::string testingStuff{ "testing stuff" };
ExecuteScript("Scripts\\Constants.lua", testingStuff);
m_lua->new_enum<GAME_OBJECT_ID>("Object", {
{"LARA", ID_LARA}
@ -113,30 +112,6 @@ void GameScript::FreeLevelScripts()
*/
}
bool GameScript::ExecuteScript(const string& luaFilename, string& message)
{
auto result = m_lua->safe_script_file(luaFilename, sol::environment(m_lua->lua_state(), sol::create, m_lua->globals()), sol::script_pass_on_error);
if (!result.valid())
{
sol::error error = result;
message = error.what();
return false;
}
return true;
}
bool GameScript::ExecuteString(const string& command, string& message)
{
auto result = m_lua->safe_script(command, sol::environment(m_lua->lua_state(), sol::create, m_lua->globals()), sol::script_pass_on_error);
if (!result.valid())
{
sol::error error = result;
message = error.what();
return false;
}
return true;
}
bool GameScript::ExecuteTrigger(short index)
{
return true;