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Implement boilerplate for script handled scene compatibility without chicanery. Add Required Area ini property. Script handling should work already as far as I can tell, doesn't for some reason.
Copy file name to clipboardExpand all lines: Source/Managers/LuaMan.h
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@@ -112,6 +112,16 @@ namespace RTE {
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/// @param functionLiteralArguments Optional vector of strings that should be passed into the Lua function. Entries must be surrounded with escaped quotes (i.e.`\"`) they'll be passed in as-is, allowing them to act as booleans, etc.. Defaults to empty.
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/// @return An error return value signaling success or any particular failure. Anything below 0 is an error signal.
/// Runs the given Lua function object. The first argument to the function will always be the self object.
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/// If either argument list has entries, they will be passed into the function in order, with entity arguments first.
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/// @param functionObjectWrapper The LuabindObjectWrapper containing the Lua function to be run.
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/// @param selfGlobalTableName The name of the global Lua table that gives access to the self object.
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/// @param selfGlobalTableKey The key for this object in the respective global Lua table.
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/// @param functionEntityArguments Optional vector of entity pointers that should be passed into the Lua function. Their internal Lua states will not be accessible. Defaults to empty.
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/// @param functionLiteralArguments Optional vector of strings that should be passed into the Lua function. Entries must be surrounded with escaped quotes (i.e.`\"`) they'll be passed in as-is, allowing them to act as booleans, etc.. Defaults to empty.
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/// @return An error return value signaling success or any particular failure. Anything below 0 is an error signal.
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