vs2022 build
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@ -1,3 +1,4 @@
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@echo off
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git submodule update --init --recursive
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tools\premake5 %* vs2019
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tools\premake5 %* vs2022
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pause
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32
premake5.lua
32
premake5.lua
@ -248,25 +248,23 @@ end
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flags {"NoIncrementalLink", "NoMinimalRebuild", "MultiProcessorCompile", "No64BitChecks"}
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filter "platforms:x64"
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defines {"_WINDOWS", "WIN32"}
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filter {}
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configuration "windows"
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defines {"_WINDOWS", "WIN32"}
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filter "configurations:Release"
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optimize "Size"
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buildoptions {"/GL"}
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linkoptions { "/IGNORE:4702", "/LTCG" }
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defines {"NDEBUG"}
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flags {"FatalCompileWarnings"}
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filter {}
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configuration "Release"
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optimize "Size"
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buildoptions {"/GL"}
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linkoptions { "/IGNORE:4702", "/LTCG" }
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defines {"NDEBUG"}
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flags {"FatalCompileWarnings"}
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configuration "Debug"
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optimize "Debug"
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buildoptions {"/bigobj"}
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defines {"DEBUG", "_DEBUG"}
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configuration {}
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filter "configurations:Debug"
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optimize "Debug"
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buildoptions {"/bigobj"}
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defines {"DEBUG", "_DEBUG"}
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filter {}
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project "common"
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kind "StaticLib"
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@ -264,8 +264,6 @@ namespace scripting
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void array::set(const std::string& key, const script_value& _value) const
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{
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const auto value = _value.get_raw();
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const auto string_value = game::SL_GetString(key.data(), 0);
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const auto variable_id = this->get_value_id(key);
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if (!variable_id)
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@ -30,7 +30,20 @@ namespace scripting::lua
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);
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}
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void setup_entity_type(sol::state& state, event_handler& handler, scheduler& scheduler)
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void setup_io(sol::state& state)
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{
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state["io"]["fileexists"] = utils::io::file_exists;
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state["io"]["writefile"] = utils::io::write_file;
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state["io"]["filesize"] = utils::io::file_size;
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state["io"]["createdirectory"] = utils::io::create_directory;
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state["io"]["directoryexists"] = utils::io::directory_exists;
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state["io"]["directoryisempty"] = utils::io::directory_is_empty;
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state["io"]["listfiles"] = utils::io::list_files;
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state["io"]["copyfolder"] = utils::io::copy_folder;
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state["io"]["readfile"] = static_cast<std::string(*)(const std::string&)>(utils::io::read_file);
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}
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void setup_vector_type(sol::state& state)
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{
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state["level"] = entity{*::game::levelEntityId};
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state["player"] = call("getentbynum", {0}).as<entity>();
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@ -181,6 +194,12 @@ namespace scripting::lua
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{
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return call("anglestoforward", {a}).as<vector>();
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};
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}
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void setup_entity_type(sol::state& state, event_handler& handler, scheduler& scheduler)
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{
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state["level"] = entity{ *::game::levelEntityId };
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state["player"] = call("getentbynum", { 0 }).as<entity>();
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auto entity_type = state.new_usertype<entity>("entity");
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@ -307,7 +326,10 @@ namespace scripting::lua
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std::vector<unsigned int> returns = {entref.entnum, entref.classnum};
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return sol::as_returns(returns);
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};
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}
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void setup_game_type(sol::state& state, event_handler& handler, scheduler& scheduler)
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{
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struct game
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{
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};
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@ -407,7 +429,7 @@ namespace scripting::lua
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return detour;
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};
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game_type["getfunctions"] = [entity_type](const game&, const sol::this_state s, const std::string& filename)
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game_type["getfunctions"] = [](const game&, const sol::this_state s, const std::string& filename)
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{
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if (scripting::script_function_table.find(filename) == scripting::script_function_table.end())
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{
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@ -611,7 +633,10 @@ namespace scripting::lua
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return this->folder_;
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};
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setup_io(this->state_);
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setup_vector_type(this->state_);
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setup_entity_type(this->state_, this->event_handler_, this->scheduler_);
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setup_game_type(this->state_, this->event_handler_, this->scheduler_);
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printf("Loading script '%s'\n", this->folder_.data());
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this->load_script("__init__");
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@ -10,6 +10,7 @@
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#pragma warning(disable: 4702)
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#pragma warning(disable: 4996)
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#pragma warning(disable: 5054)
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#pragma warning(disable: 5056)
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#pragma warning(disable: 6011)
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#pragma warning(disable: 6297)
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#pragma warning(disable: 6385)
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