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Treat functions as global that would previously be accessed through the GameFlow table. This does pollute the global environment in Lua a bit, but keeps it consistent with the functions in GameLogicScript, which are all accessed as globals. Add some default member initialisers. Remove WriteDefaults. Rename Intro to IntroImagePath and make it a std::string. Add some documentation for the functions of GameFlowScript. Fix some comments.
24 lines
506 B
C++
24 lines
506 B
C++
#pragma once
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#include <string>
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namespace sol {
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class state;
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}
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struct GameScriptInventoryObject
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{
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std::string name;
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short slot;
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float yOffset;
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float scale;
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float xRot;
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float yRot;
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float zRot;
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short rotationFlags;
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int meshBits;
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__int64 operation;
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GameScriptInventoryObject::GameScriptInventoryObject(std::string name, short slot, float yOffset, float scale, float xRot, float yRot, float zRot, short rotationFlags, int meshBits, __int64 operation);
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static void Register(sol::state* lua);
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};
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