Adds initialization from parameters to ItemUseScript.
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This commit is contained in:
2021-03-07 20:03:07 +01:00
parent 090b77ff2b
commit 1540009912
4 changed files with 36 additions and 4 deletions

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@@ -1,6 +1,31 @@
#include "AngelScriptItemUseScript.hpp"
#include "AngelScriptResolver.hpp"
CScriptArray* AngelScriptItemUseScript::GetEffectParameters(const ArbUt::List<CreatureLib::Library::EffectParameter*>& ls) {
asITypeInfo* t = _resolver->GetBaseType("array<EffectParameter@>"_cnc);
CScriptArray* arr = CScriptArray::Create(t, ls.Count());
for (size_t i = 0; i < ls.Count(); i++) {
arr->SetValue(i, (void**)&ls[i]);
}
return arr;
}
void AngelScriptItemUseScript::OnInitialize(
const ArbUt::List<CreatureLib::Library::EffectParameter*>& parameters) {
if (__OnInitialize.Exists) {
CScriptArray* arr = nullptr;
AngelScriptUtils::AngelscriptFunctionCall(
__OnInitialize.Function, _resolver->GetContextPool(), _scriptObject, ""_cnc,
[&]([[maybe_unused]] asIScriptContext* ctx) {
arr = GetEffectParameters(parameters);
ctx->SetArgAddress(0, arr);
},
[&]([[maybe_unused]] asIScriptContext* ctx) {});
arr->Release();
}
}
bool AngelScriptItemUseScript::IsItemUsable() const {
if (!__IsItemUsable.Exists) {
return CreatureLib::Battling::ItemUseScript::IsItemUsable();