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ignore empty.lua and empty scripts (#769)
* ignore empty.lua and empty scripts and return early if it's an ignored script * return it else if logic
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@ -848,17 +848,13 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
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else if (scriptName == "scripts\\zone\\LUPs\\WBL_generic_zone.lua")
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script = new WblGenericZone();
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//Ignore these scripts:
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else if (scriptName == "scripts\\02_server\\Enemy\\General\\L_SUSPEND_LUA_AI.lua")
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script = invalidToReturn;
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else if (scriptName == "scripts\\02_server\\Enemy\\General\\L_BASE_ENEMY_SPIDERLING.lua")
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script = invalidToReturn;
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// handle invalid script reporting if the path is greater than zero and it's not an ignored script
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// information not really needed for sys admins but is for developers
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else if (script == invalidToReturn) {
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if (scriptName.length() > 0)
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Game::logger->LogDebug("CppScripts", "Attempted to load CppScript for '%s', but returned InvalidScript.", scriptName.c_str());
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// information not really needed for sys admins but is for developers
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script = invalidToReturn;
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if ((scriptName.length() > 0) && !((scriptName == "scripts\\02_server\\Enemy\\General\\L_SUSPEND_LUA_AI.lua") ||
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(scriptName == "scripts\\02_server\\Enemy\\General\\L_BASE_ENEMY_SPIDERLING.lua") ||
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(scriptName == "scripts\\empty.lua")
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)) Game::logger->LogDebug("CppScripts", "LOT %i attempted to load CppScript for '%s', but returned InvalidScript.", parent->GetLOT(), scriptName.c_str());
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}
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m_Scripts[scriptName] = script;
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