![]() ![]() ![]() Your eye: (lmgtfy instead of an actual Google link provided not to be condescending, just because I enjoy the site) Google is, always, a great place to start and see if anything catches.It's hard to know what your expertise level is, so here's a link dump based on things that, from a quick glance or my past experience, I'm guessing may be useful for you: It sounds like you're just looking for resources to better understand them. Std::vector pages bool bIsURL CLuaFunctionRef callbackFunction ĪrgStream.In short (and as has been mentioned by others), 2D Vectors are functionally just wrappers around a pair of values representing position, motion, or whatever in 2D space. bool requestBrowserDomains ( table domains, bool isURL ) Int CLuaFunctionDefs::RequestBrowserDomains ( lua_State* luaVM ) SString strText = SString ( "ERROR: %s:%d: %s", strFile.c_str (), iLine, strMsg.c_str () ) Īrguments.PushString ( strMsg.c_str ( ) ) Īrguments.PushString ( strFile.c_str ( ) ) ĬLogger::LogPrintf( "%s\n", strText.c_str () ) īroadcast ( CDebugEchoPacket ( strText, 1, 255, 255, 255 ), 1 ) Void CScriptDebugging::LogError ( SString strFile, int iLine, SString strMsg ) If ( g_pGame->GetConfig()->GetFilterDuplicateLogLinesEnabled() = false ) Reset trigger state, so onDebugMessage can be called again at a later moment G_pGame->GetMapManager ( )->GetRootElement ( )->CallEvent ( "onDebugMessage", Arguments ) ![]() If ( luaDebugInfo.iLine != INVALID_LINE_NUMBER )Īrguments.PushNumber ( luaDebugInfo.iLine ) Make sure the state of onDebugMessage being triggered can be retrieved laterĪrguments.PushNumber ( uiMinimumDebugLevel ) Īrguments.PushString ( luaDebugInfo.strFile ) Check whether onDebugMessage is currently being triggered StrText = SString ( "%s%s", szPrePend, szMessage ) Create a different message if type is "INFO" SString strText = ComposeErrorMessage( szPrePend, luaDebugInfo, szMessage ) Void CScriptDebugging::LogString ( const char* szPrePend, const SLuaDebugInfo
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