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GameLogicScript inherits from LuaHandler now.
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5dfd9eda6f
commit
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2 changed files with 5 additions and 32 deletions
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@ -13,12 +13,11 @@ extern GameFlow* g_GameFlow;
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GameScript* g_GameScript;
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bool WarningsAsErrors = false;
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GameScript::GameScript(sol::state* lua)
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GameScript::GameScript(sol::state* lua) : LuaHandler{ lua }
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{
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m_lua = lua;
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// Add constants
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//ExecuteScript("Scripts\\Constants.lua");
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std::string testingStuff{ "testing stuff" };
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ExecuteScript("Scripts\\Constants.lua", testingStuff);
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m_lua->new_enum<GAME_OBJECT_ID>("Object", {
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{"LARA", ID_LARA}
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@ -113,30 +112,6 @@ void GameScript::FreeLevelScripts()
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*/
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}
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bool GameScript::ExecuteScript(const string& luaFilename, string& message)
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{
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auto result = m_lua->safe_script_file(luaFilename, sol::environment(m_lua->lua_state(), sol::create, m_lua->globals()), sol::script_pass_on_error);
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if (!result.valid())
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{
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sol::error error = result;
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message = error.what();
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return false;
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}
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return true;
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}
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bool GameScript::ExecuteString(const string& command, string& message)
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{
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auto result = m_lua->safe_script(command, sol::environment(m_lua->lua_state(), sol::create, m_lua->globals()), sol::script_pass_on_error);
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if (!result.valid())
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{
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sol::error error = result;
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message = error.what();
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return false;
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}
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return true;
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}
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bool GameScript::ExecuteTrigger(short index)
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{
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return true;
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@ -5,6 +5,7 @@
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#include "LEB128.h"
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#include "Streams.h"
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#include "items.h"
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#include "LuaHandler.h"
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#define ITEM_PARAM_currentAnimState 0
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#define ITEM_PARAM_goalAnimState 1
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@ -121,10 +122,9 @@ typedef struct LuaVariable
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bool BoolValue;
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};
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class GameScript
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class GameScript : public LuaHandler
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{
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private:
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sol::state* m_lua;
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LuaVariables m_globals;
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LuaVariables m_locals;
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std::map<int, short> m_itemsMapId;
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@ -134,8 +134,6 @@ private:
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public:
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GameScript(sol::state* lua);
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bool ExecuteScript(const std::string& luaFilename, std::string& message);
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bool ExecuteString(const std::string& command, std::string& message);
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void FreeLevelScripts();
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void AddTrigger(LuaFunction* function);
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void AddLuaId(int luaId, short itemNumber);
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