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reader.ReportError("Couldn't parse the supported game version from the value provided: \"" + versionText + "\"!\nThe supported game version must be a valid semantic version number.\n");
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// TODO: Need to proceed reading the includes after ReadModuleProperties so we don't read the properties again when fully creating.
reader.ReportError("Couldn't parse the supported game version from the value provided: \"" + versionText + "\"!\nThe supported game version must be a valid semantic version number.\n");
staticconst std::string contactAuthor = "Please contact the mod author or ask for help in the CCCP discord server.";
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RTEAssert(m_SupportedGameVersion != version::Semver200_version(), m_FileName + " does not specify a supported Cortex Command version, so it is not compatible with this version of Cortex Command (" + c_GameVersion.str() + ").\n\n" + contactAuthor);
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RTEAssert(*m_SupportedGameVersion != version::Semver200_version(), m_FileName + " does not specify a supported Cortex Command version, so it is not compatible with this version of Cortex Command (" + c_GameVersion.str() + ").\n\n" + contactAuthor);
RTEAssert(!modulePrereleaseVersionMismatch && !moduleBuildVersionMismatch, m_FileName + " was developed for pre-release build of Cortex Command v" + m_SupportedGameVersion.str() + ", this game version (v" + c_GameVersion.str() + ") is incompatible.\n\nMods developed on a pre-release must match the game version exactly.\n" + contactAuthor);
RTEAssert(!modulePrereleaseVersionMismatch && !moduleBuildVersionMismatch, m_FileName + " was developed for pre-release build of Cortex Command v" + m_SupportedGameVersion->str() + ", this game version (v" + c_GameVersion.str() + ") is incompatible.\n\nMods developed on a pre-release must match the game version exactly.\n" + contactAuthor);
RTEAssert(!gamePrereleaseVersionMismatch && !gameBuildVersionMismatch, m_FileName + " was developed for Cortex Command v" + m_SupportedGameVersion.str() + ", this pre-release version of the game (v" + c_GameVersion.str() + ") may not support it.\n\nMods must match the game version exactly to use pre-release builds.\n" + contactAuthor);
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RTEAssert(!gamePrereleaseVersionMismatch && !gameBuildVersionMismatch, m_FileName + " was developed for Cortex Command v" + m_SupportedGameVersion->str() + ", this pre-release version of the game (v" + c_GameVersion.str() + ") may not support it.\n\nMods must match the game version exactly to use pre-release builds.\n" + contactAuthor);
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// Game engine is the same major version as the Module
RTEAssert(majorVersionMatch && minorVersionInRange, m_FileName + " was developed for Cortex Command v" + m_SupportedGameVersion.str() + ", so this version of Cortex Command (v" + c_GameVersion.str() + ") may not support it.\n" + contactAuthor);
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RTEAssert(majorVersionMatch && minorVersionInRange, m_FileName + " was developed for Cortex Command v" + m_SupportedGameVersion->str() + ", so this version of Cortex Command (v" + c_GameVersion.str() + ") may not support it.\n" + contactAuthor);
Copy file name to clipboardExpand all lines: System/DataModule.h
+5-2Lines changed: 5 additions & 2 deletions
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@@ -3,11 +3,14 @@
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#include"ContentFile.h"
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#include"Constants.h"
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#include<System/Semver200/semver200.h>
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//struct DATAFILE; // DataFile loading not implemented.
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structBITMAP;
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namespaceversion {
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classSemver200_version;
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}
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namespaceRTE {
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classEntity;
@@ -321,7 +324,7 @@ namespace RTE {
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std::string m_ScriptPath; //!< Path to script to execute when this module is loaded.
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bool m_IsFaction; //!< Whether this data module is considered a faction.
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bool m_IsMerchant; //!< Whether this data module is considered a merchant.
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version::Semver200_version m_SupportedGameVersion; //!< Game version this DataModule supports. Needs to satisfy Caret Version Range for this DataModule to be allowed. Base DataModules don't need this.
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version::Semver200_version *m_SupportedGameVersion; //!< Game version this DataModule supports. Needs to satisfy Caret Version Range for this DataModule to be allowed. Base DataModules don't need this.
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int m_Version; //!< Version number, starting with 1.
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int m_ModuleID; //!< ID number assigned to this upon loading, for internal use only, don't reflect in ini's.
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