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Initial work on LUA scripting.
This LUA scripting implementation uses the sol header only C++ wrapper for the native LUA libraries. The API does not follow the original LU scripting. Each instance of a script is in its own LUA-State, and has 'self' as a global. There are hooks to all the implemented CppScript methods, as well as a subset of the entity functionallity. Has to be expanded upon. This is local work which has been sitting for awhile; thought someone might like to take a look at it.
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@@ -320,6 +320,7 @@ namespace CppScripts {
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float_t pathTime, float_t totalTime, int32_t waypoint) {};
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};
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Script* GetInvalidScript();
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Script* GetScript(Entity* parent, const std::string& scriptName);
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std::vector<Script*> GetEntityScripts(Entity* entity);
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};
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