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Delete copy operations for GameScriptAIObject, GameScriptCameraInfo, GameScriptSinkInfo and GameScriptSoundSourceInfo - this can be changed later, but for now is a safety measure since we hold a reference, which means copying these would take some extra thought.
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4 changed files with 14 additions and 0 deletions
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@ -14,6 +14,9 @@ public:
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GameScriptAIObject(AI_OBJECT& ref, bool temp);
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~GameScriptAIObject();
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GameScriptAIObject& operator=(GameScriptAIObject const& other) = delete;
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GameScriptAIObject(GameScriptAIObject const& other) = delete;
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static void Register(sol::state *);
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GameScriptPosition GetPos() const;
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@ -13,6 +13,10 @@ class GameScriptCameraInfo : public GameScriptNamedBase<GameScriptCameraInfo, LE
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public:
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GameScriptCameraInfo(LEVEL_CAMERA_INFO& ref, bool temp);
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~GameScriptCameraInfo();
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GameScriptCameraInfo& operator=(GameScriptCameraInfo const& other) = delete;
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GameScriptCameraInfo(GameScriptCameraInfo const& other) = delete;
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static void Register(sol::state *);
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GameScriptPosition GetPos() const;
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void SetPos(GameScriptPosition const& pos);
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@ -13,6 +13,9 @@ class GameScriptSinkInfo : public GameScriptNamedBase<GameScriptSinkInfo, SINK_I
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public:
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GameScriptSinkInfo(SINK_INFO& ref, bool temp);
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~GameScriptSinkInfo();
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GameScriptSinkInfo& operator=(GameScriptSinkInfo const& other) = delete;
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GameScriptSinkInfo(GameScriptSinkInfo const& other) = delete;
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static void Register(sol::state *);
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GameScriptPosition GetPos() const;
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void SetPos(GameScriptPosition const& pos);
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@ -13,6 +13,10 @@ class GameScriptSoundSourceInfo : public GameScriptNamedBase<GameScriptSoundSour
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public:
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GameScriptSoundSourceInfo(SOUND_SOURCE_INFO& ref, bool temp);
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~GameScriptSoundSourceInfo();
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GameScriptSoundSourceInfo& operator=(GameScriptSoundSourceInfo const& other) = delete;
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GameScriptSoundSourceInfo(GameScriptSoundSourceInfo const& other) = delete;
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static void Register(sol::state *);
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GameScriptPosition GetPos() const;
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void SetPos(GameScriptPosition const& pos);
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