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https://github.com/scp-fs2open/fs2open.github.com.git
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This new system allows to create a user interface that goes beyond the existing UI system.
246 lines
5.6 KiB
C++
246 lines
5.6 KiB
C++
#ifndef _SCRIPTING_H
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#define _SCRIPTING_H
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#include "globalincs/globals.h"
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#include "globalincs/pstypes.h"
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#include "scripting/lua/LuaFunction.h"
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#include <cstdio>
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//**********Scripting languages that are possible
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#define SC_LUA (1<<0)
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//*************************Scripting structs*************************
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#define SCRIPT_END_LIST NULL
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struct image_desc
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{
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char fname[MAX_FILENAME_LEN];
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int handle;
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};
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struct script_function {
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int language = 0;
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luacpp::LuaFunction function;
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};
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//-WMC
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struct script_hook
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{
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//Override
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script_function override_function;
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//Actual hook
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script_function hook_function;
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};
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extern bool script_hook_valid(script_hook *hook);
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//**********Main Conditional Hook stuff
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#define MAX_HOOK_CONDITIONS 8
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//Conditionals
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#define CHC_NONE -1
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#define CHC_MISSION 0
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#define CHC_SHIP 1
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#define CHC_SHIPCLASS 2
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#define CHC_SHIPTYPE 3
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#define CHC_STATE 4
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#define CHC_CAMPAIGN 5
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#define CHC_WEAPONCLASS 6
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#define CHC_OBJECTTYPE 7
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#define CHC_KEYPRESS 8
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#define CHC_ACTION 9
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#define CHC_VERSION 10
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#define CHC_APPLICATION 11
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//Actions
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#define CHA_NONE -1
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#define CHA_WARPOUT 0
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#define CHA_WARPIN 1
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#define CHA_DEATH 2
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#define CHA_ONFRAME 3
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#define CHA_COLLIDESHIP 4
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#define CHA_COLLIDEWEAPON 5
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#define CHA_COLLIDEDEBRIS 6
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#define CHA_COLLIDEASTEROID 7
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#define CHA_HUDDRAW 8
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#define CHA_OBJECTRENDER 9
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#define CHA_SPLASHSCREEN 10
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#define CHA_GAMEINIT 11
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#define CHA_MISSIONSTART 12
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#define CHA_MISSIONEND 13
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#define CHA_MOUSEMOVED 14
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#define CHA_MOUSEPRESSED 15
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#define CHA_MOUSERELEASED 16
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#define CHA_KEYPRESSED 17
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#define CHA_KEYRELEASED 18
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#define CHA_ONSTATESTART 19
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#define CHA_ONSTATEEND 20
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#define CHA_ONWEAPONDELETE 21
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#define CHA_ONWPEQUIPPED 22
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#define CHA_ONWPFIRED 23
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#define CHA_ONWPSELECTED 24
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#define CHA_ONWPDESELECTED 25
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#define CHA_GAMEPLAYSTART 26
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#define CHA_ONTURRETFIRED 27
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#define CHA_PRIMARYFIRE 28
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#define CHA_SECONDARYFIRE 29
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#define CHA_ONSHIPARRIVE 30
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#define CHA_COLLIDEBEAM 31
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#define CHA_ONACTION 32
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#define CHA_ONACTIONSTOPPED 33
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#define CHA_MSGRECEIVED 34
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#define CHA_HUDMSGRECEIVED 35
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#define CHA_AFTERBURNSTART 36
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#define CHA_AFTERBURNEND 37
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#define CHA_BEAMFIRE 38
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#define CHA_SIMULATION 39
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#define CHA_LOADSCREEN 40
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// management stuff
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void scripting_state_init();
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void scripting_state_close();
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void scripting_state_do_frame(float frametime);
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class script_condition
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{
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public:
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int condition_type;
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union
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{
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char name[CONDITION_LENGTH];
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} data;
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script_condition()
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: condition_type(CHC_NONE)
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{
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memset(data.name, 0, sizeof(data.name));
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}
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};
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class script_action
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{
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public:
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int action_type;
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script_hook hook;
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script_action()
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: action_type(CHA_NONE)
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{
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}
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};
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class ConditionedHook
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{
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private:
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SCP_vector<script_action> Actions;
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script_condition Conditions[MAX_HOOK_CONDITIONS];
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public:
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bool AddCondition(script_condition *sc);
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bool AddAction(script_action *sa);
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bool ConditionsValid(int action, class object *objp=NULL, int more_data = 0);
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bool IsOverride(class script_state *sys, int action);
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bool Run(class script_state *sys, int action, char format='\0', void *data=NULL);
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};
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//**********Main script_state function
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class script_state
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{
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private:
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char StateName[32];
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int Langs;
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struct lua_State *LuaState;
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const struct script_lua_lib_list *LuaLibs;
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//Utility variables
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SCP_vector<image_desc> ScriptImages;
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SCP_vector<ConditionedHook> ConditionalHooks;
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private:
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void ParseChunkSub(script_function& out_func, const char* debug_str=NULL);
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int RunBytecodeSub(script_function& func, char format='\0', void *data=NULL);
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void SetLuaSession(struct lua_State *L);
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void OutputLuaMeta(FILE *fp);
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//Lua private helper functions
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bool OpenHookVarTable();
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bool CloseHookVarTable();
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//Internal Lua helper functions
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void EndLuaFrame();
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public:
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//***Init/Deinit
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script_state(const char *name);
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script_state(const script_state&) = delete;
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script_state& operator=(script_state &i) = delete;
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~script_state();
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/**
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* @brief Resets the lua state and frees all resources
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*/
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void Clear();
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//***Internal scripting stuff
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int LoadBm(char *name);
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void UnloadImages();
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lua_State *GetLuaSession(){return LuaState;}
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//***Init functions for langs
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int CreateLuaState();
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//***Get data
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int OutputMeta(const char *filename);
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//***Moves data
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//void MoveData(script_state &in);
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//***Variable handling functions
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bool GetGlobal(const char *name, char format='\0', void *data=NULL);
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void RemGlobal(const char *name);
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void SetHookVar(const char *name, char format, const void *data=NULL);
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void SetHookObject(const char *name, object *objp);
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void SetHookObjects(int num, ...);
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bool GetHookVar(const char *name, char format='\0', void *data=NULL);
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void RemHookVar(const char *name);
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void RemHookVars(unsigned int num, ...);
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//***Hook creation functions
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bool EvalString(const char *string, const char *format=NULL, void *rtn=NULL, const char *debug_str=NULL);
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void ParseChunk(script_hook *dest, const char* debug_str=NULL);
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void ParseGlobalChunk(int hookType, const char* debug_str=NULL);
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bool ParseCondition(const char *filename="<Unknown>");
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//***Hook running functions
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int RunBytecode(script_hook &hd, char format='\0', void *data=NULL);
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bool IsOverride(script_hook &hd);
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int RunCondition(int condition, char format='\0', void *data=NULL, class object *objp = NULL, int more_data = 0);
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bool IsConditionOverride(int action, object *objp=NULL);
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//*****Other functions
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void EndFrame();
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};
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//**********Script registration functions
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void script_init();
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//**********Script globals
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extern class script_state Script_system;
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extern bool Output_scripting_meta;
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//*************************Conditional scripting*************************
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#endif //_SCRIPTING_H
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