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Add Lua func entity_getSkeletalName() and do not abort when a skin file is not found. Also warn on missing skeletal file.
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2 changed files with 12 additions and 1 deletions
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@ -3369,6 +3369,15 @@ luaFunc(entity_loadSkin)
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luaReturnNil();
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luaReturnNil();
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}
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}
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luaFunc(entity_getSkeletalName)
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{
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Entity *e = entity(L);
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const char *s = "";
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if (e && e->skeletalSprite.isLoaded())
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s = e->skeletalSprite.filenameLoaded.c_str();
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luaReturnStr(s);
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}
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luaFunc(entity_idle)
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luaFunc(entity_idle)
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{
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{
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Entity *e = entity(L);
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Entity *e = entity(L);
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@ -7652,6 +7661,7 @@ static const struct {
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luaRegister(entity_warpSegments),
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luaRegister(entity_warpSegments),
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luaRegister(entity_initSkeletal),
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luaRegister(entity_initSkeletal),
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luaRegister(entity_loadSkin),
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luaRegister(entity_loadSkin),
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luaRegister(entity_getSkeletalName),
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luaRegister(entity_initStrands),
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luaRegister(entity_initStrands),
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luaRegister(entity_hurtTarget),
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luaRegister(entity_hurtTarget),
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@ -1172,7 +1172,7 @@ void SkeletalSprite::loadSkin(const std::string &fn)
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file = core->adjustFilenameCase(file);
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file = core->adjustFilenameCase(file);
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if (!exists(file,1))
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if (!exists(file))
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{
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{
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errorLog("Could not load skin[" + file + "]");
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errorLog("Could not load skin[" + file + "]");
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return;
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return;
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@ -1304,6 +1304,7 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
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if (!exists(file))
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if (!exists(file))
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{
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{
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filenameLoaded = "";
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filenameLoaded = "";
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errorLog("Could not load skeletal[" + file + "]");
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return;
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return;
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}
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}
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