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WIP: vscript support #5
WIP: vscript support #5
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I've left a few comments based on what I've found in this PR so far.
// HACK: (03/25/09) Then the player goes across a transition it doesn't spawn and register | ||
// it's instance. We're hacking around this for now, but this will go away when we get around to | ||
// having entities cross transitions and keep their script state. | ||
if ( !g_pGameRules->IsMultiplayer() && g_pScriptVM && (gpGlobals->eLoadType == MapLoad_Transition) ) |
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Will proper save/restore support for VScripts fix this issue?
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This is a hack from Alien Swarm, not something that save/restore will impact.
@@ -21,6 +21,9 @@ $Conditional MAPBASE "1" | |||
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// Toggles Mapbase's RPC implementation | |||
$Conditional MAPBASE_RPC "1" | |||
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// Toggles VScript implementation (note: interfaces still exist, just the provided implementation is not present) | |||
$Conditional MAPBASE_VSCRIPT "1" |
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Thank you for adding a unique VPC conditional and C++ preprocessor for this. I will probably use it for any Mapbase-specific expansions or changes to the VScript implementation unless you intended it to be used for more specific purposes only. (e.g. how it's used in vscript_shared.cpp
)
Just so you know, in Valve's implementation regexes aren't save-loadable, and the |
* Fixes scopes not being restored from a save * Fixes closure environment not being restored from a save * Fixes singletons not being properly restored from a save * Fixes root table being incorrectly duplicated in a save * Fixes various cases where duplicate objects could be created from a save
Manhack changes required for npc_lost_soul
Merge Houndeye PR from ez1/dev into ez1/mapbase
WIP: vscript support
Starting this PR to start the discussion/review while some remaining parts are left over
Remaining parts