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Mission scripting #521
Mission scripting #521
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the game dies after I kill the first wave of enemies -.- |
@@ -1,11 +1,13 @@ | |||
#include "script.h" | |||
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#include "scripting/bindings/bindings.h" | |||
#include "scripting/elematelua/luawrapper.h" | |||
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Script::Script(): | |||
m_lua(new LuaWrapper()), | |||
m_started(false), |
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a state enum is probably better than multiple bools
So there seem to be 2 real issues left for now:
I'd create followups for these. The first I'd solve by adding #542 and a virtual onViewportResize method those who care can implement. The second would be solved via #541. What do you think? |
…_script Conflicts: doc/1_howto.md doc/2_luaapi.md
… decides to delete it
I fixed the issues for now. |
I also replaced these remove_if calls on some lists with unordered_maps<T*, shared_ptr<T>> |
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/* | ||
Base class for Animations of Hudgets | ||
*/ |
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/** for doxygen
I'd rather have the polls not polling but objects firing events but that's another thing. |
Adds the feature the title suggest. Per default you will play a sequence of 2 missions.
ExternalMissionBindings:
InternalMissionBindings: