#pragma once #include #include "globalincs/pstypes.h" struct object_ship_wing_point_team; struct object_h; namespace scripting { namespace internal { template struct ade_serializable_external : std::false_type { }; /* * If you need a multi serializer that shouldn't be part of the struct (i.e. because the struct isn't just a lua handler, but also used elsewhere), * then you can declare and external serializer here and implement it in the cpp of the respective scripting object * */ template<> struct ade_serializable_external : std::true_type { static void serialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, const luacpp::LuaValue& luaValue, ubyte* data, int& packet_size); static void deserialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, char* data_ptr, ubyte* data, int& offset); }; template<> struct ade_serializable_external : std::true_type { static void serialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, const luacpp::LuaValue& luaValue, ubyte* data, int& packet_size); static void deserialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, char* data_ptr, ubyte* data, int& offset); }; template<> struct ade_serializable_external : std::true_type { static void serialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, const luacpp::LuaValue& luaValue, ubyte* data, int& packet_size); static void deserialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, char* data_ptr, ubyte* data, int& offset); }; } }