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Rename Lua tables Game and Level to GameVars and LevelVars to disambiguate the latter from the Level class.
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1 changed files with 9 additions and 9 deletions
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@ -261,11 +261,11 @@ Get a SinkInfo by its name.
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auto meta = MakeSpecialTable("LevelFuncs");
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meta.set_function("__newindex", &GameScript::SetLevelFunc, this);
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meta = MakeSpecialTable("Level");
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meta = MakeSpecialTable("LevelVars");
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meta.set_function("__index", &LuaVariables::GetVariable, &m_locals);
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meta.set_function("__newindex", &LuaVariables::SetVariable, &m_locals);
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meta = MakeSpecialTable("Game");
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meta = MakeSpecialTable("GameVars");
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meta.set_function("__index", &LuaVariables::GetVariable, &m_globals);
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meta.set_function("__newindex", &LuaVariables::SetVariable, &m_globals);
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@ -695,15 +695,15 @@ For example, you may have a level with a custom puzzle where Lara has
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to kill exactly seven enemies to open a door to a secret. You could use
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the following line each time an enemy is killed:
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Level.enemiesKilled = Level.enemiesKilled + 1
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LevelVars.enemiesKilled = LevelVars.enemiesKilled + 1
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If the player saves the level after killing three, saves, and then reloads the save
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some time later, the values `3` will be put back into `Level.enemiesKilled.`
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__This table is emptied when a level is finished.__ If the player needs to be able
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to return to the level (e.g. like the Karnak level in *The Last Revelation*,
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you will need to use the @{Game} table, below.
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@table Level
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you will need to use the @{GameVars} table, below.
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@table LevelVars
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*/
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/*** A table with game data which will be saved and loaded.
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@ -714,16 +714,16 @@ For example, you may wish to have a final boss say a specific voice line based o
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a choice the player made in a previous level. In the level with the choice, you could
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write:
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Game.playerSnoopedInDraws = true
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GameVars.playerSnoopedInDraws = true
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And in the script file for the level with the boss, you could write:
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if Game.playerSnoopedInDraws then
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if GameVars.playerSnoopedInDraws then
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PlayAudioTrack("how_dare_you.wav")
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end
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Unlike @{Level}, this table will remain intact for the entirety of the game.
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@table Game
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Unlike @{LevelVars}, this table will remain intact for the entirety of the game.
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@table GameVars
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*/
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/*** A table with level-specific functions.
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