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improved documentation of ESM::Script member variables
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1 changed files with 12 additions and 26 deletions
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@ -23,29 +23,8 @@ public:
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struct SCHDstruct
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{
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/* Script name.
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NOTE: You should handle the name "Main" (case insensitive) with
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care. With tribunal, modders got the ability to add 'start
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scripts' to their mods, which is a script that is run at
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startup and which runs throughout the game (I think.)
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However, before Tribunal, there was only one startup script,
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called "Main". If mods wanted to make their own start scripts,
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they had to overwrite Main. This is obviously problem if
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multiple mods to this at the same time.
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Although most mods have switched to using Trib-style startup
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scripts, some legacy mods might still overwrite Main, and this
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can cause problems if several mods do it. I think the best
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course of action is to NEVER overwrite main, but instead add
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each with a separate unique name and add them to the start
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script list. But there might be other problems with this
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approach though.
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*/
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// These describe the sizes we need to allocate for the script
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// data.
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/// Data from script-precompling in the editor.
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/// \warning Do not use them. OpenCS currently does not precompile scripts.
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int mNumShorts, mNumLongs, mNumFloats, mScriptDataSize, mStringTableSize;
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}; // 52 bytes
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@ -53,9 +32,16 @@ public:
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SCHDstruct mData;
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std::vector<std::string> mVarNames; // Variable names
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std::vector<unsigned char> mScriptData; // Compiled bytecode
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std::string mScriptText; // Uncompiled script
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/// Variable names generated by script-precompiling in the editor.
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/// \warning Do not use this field. OpenCS currently does not precompile scripts.
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std::vector<std::string> mVarNames;
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/// Bytecode generated from script-precompiling in the editor.
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/// \warning Do not use this field. OpenCS currently does not precompile scripts.
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std::vector<unsigned char> mScriptData;
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/// Script source code
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std::string mScriptText;
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void load(ESMReader &esm);
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void save(ESMWriter &esm) const;
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