Remove more vestiges of old trigger system. Replace TO_LUA_SCRIPT with the enum that used to be there - TO_BODYBAG - so that the following enums still have their same values.

This commit is contained in:
hispidence 2021-08-23 22:05:58 +01:00
parent f3354fa0ef
commit cb1ad16b2d
4 changed files with 1 additions and 46 deletions

View file

@ -444,43 +444,6 @@ void GameScript::FreeLevelScripts()
ResetLevelTables();
}
bool GameScript::ExecuteTrigger(short index)
{
return true;
/*
// Is this a valid trigger?
if (index >= m_triggers.size())
return true;
LuaFunction* trigger = m_triggers[index];
// We want to execute a trigger just one time
// TODO: implement in the future continoous trigger?
if (trigger->Executed)
return true;
// Get the trigger function name
char* name = (char*)trigger->Name.c_str();
// Execute trigger
bool result = (*m_lua)[name]();
// Trigger was executed, don't execute it anymore
trigger->Executed = result;
m_locals.for_each([&](sol::object const& key, sol::object const& value) {
if (value.is<bool>())
std::cout << key.as<std::string>() << " " << value.as<bool>() << std::endl;
else if (value.is<std::string>())
std::cout << key.as<std::string>() << " " << value.as<std::string>() << std::endl;
else
std::cout << key.as<std::string>() << " " << value.as<int>() << std::endl;
});
return result;
*/
}
void JumpToLevel(int levelNum)
{
if (levelNum >= g_GameFlow->GetNumLevels())