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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "NullUnitScript.h"
#include "Sim/Units/Unit.h"
#include "System/Log/ILog.h"
// keep one global copy so we don't need to allocate a lot of
// near empty objects for mods that use Lua unit scripts.
CNullUnitScript CNullUnitScript::value(nullptr);
CR_BIND_DERIVED(CNullUnitScript, CUnitScript, (nullptr))
CR_REG_METADATA(CNullUnitScript, (
CR_POSTLOAD(PostLoad)
))
CNullUnitScript::CNullUnitScript(CUnit *u)
: CUnitScript(u)
{ }
void CNullUnitScript::PostLoad()
{
if (unit == nullptr)
return;
for (auto& p: unit->localModel.pieces) {
pieces.push_back(&p);
}
}
void CNullUnitScript::ShowScriptError(const std::string& msg)
{
LOG_L(L_ERROR, "%s", msg.c_str());
LOG_L(L_ERROR, "why are you using CNullUnitScript anyway?");
}
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