You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
staticconst std::array<std::string, 10> c_OfficialModules; //!< Array storing the names of all the official modules.
195
195
staticconst std::array<std::pair<std::string, std::string>, 3> c_UserdataModules; //!< Array storing the names of all the userdata modules.
196
196
197
-
std::vector<DataModule *> m_LoadedDataModules; //!< Owned and loaded DataModules.
198
-
199
-
std::map<std::string, size_t> m_DataModuleIDs; //!< Names of all DataModules mapped to indices into the m_LoadedDataModules vector. The names are all lowercase name so we can more easily find them in case-agnostic fashion.
200
197
201
198
/// <summary>
202
199
/// How many modules are 'official' and shipped with the game, and guaranteed to not have name conflicts among them.
203
200
/// All official modules are in the beginning of the m_TypeMap, so this count shows how many into that vector they represent
204
201
/// </summary>
205
202
int m_OfficialModuleCount;
203
+
std::unordered_map<int, DataModule *> m_LoadedDataModules; //!< Map of all loaded DataModules by their ID. Owned by this.
206
204
207
205
std::string m_SingleModuleToLoad; //!< Name of the single module to load after the official modules.
0 commit comments