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/// Opens and loads a file containing a script and runs it on the state, then retrieves all of the specified functions that exist into the output map.
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/// </summary>
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/// <param name="filePath">The path to the file to load and run.</param>
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/// <param name="prefix">The prefix before each function we're looking for. With normal objects this is usually nothing (free floating), but activities expect the activity name beforehand.</param>
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/// <param name="functionNamesToLookFor">The vector of strings defining the function names to be retrieved.</param>
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/// <param name="outFunctionNamesAndObjects">The map of function names to LuabindObjectWrappers to be retrieved from the script that was run.</param>
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/// <param name="noCaching">Whether caching shouldn't be used.</param>
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/// <returns>Returns less than zero if any errors encountered when running this script. To get the actual error string, call GetLastError.</returns>
// We want to keep known objects around, 'cause these can exist even when not in the simulation (they're here from creation till deletion, regardless of whether they are in sim)
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//m_KnownObjects.clear();
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}
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@@ -1720,7 +1721,7 @@ void MovableMan::Update()
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LuaStateWrapper& luaState = luaStates[start];
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g_LuaMan.SetThreadLuaStateOverride(&luaState);
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for (MovableObject *mo : luaState.GetRegisteredMOs()) {
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for (MovableObject *mo : luaState.GetRegisteredMOs()) {
// This only needs to be done once, but bitmaps can be reloaded which effectively undoes this, so just do it all the time to not deal with flags and checks.
// This only needs to be done once, but bitmaps can be reloaded which effectively undoes this, so just do it all the time to not deal with flags and checks.
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