//Initializes the (global) scripting system, as well as any subsystems. //script_close is handled by destructors void script_init(void) { mprintf(("SCRIPTING: Beginning initialization sequence...\n")); mprintf(("SCRIPTING: Beginning Lua initialization...\n")); Script_system.CreateLuaState(); if (Output_scripting_meta) { mprintf(("SCRIPTING: Outputting scripting metadata...\n")); char cmdname[MAX_PATH_LEN]; memset(cmdname, 0, sizeof(cmdname)); snprintf(cmdname, MAX_PATH_LEN - 1, "%s%s%s%s%s%s%s", detect_home(), DIR_SEPARATOR_STR, Osreg_company_name, DIR_SEPARATOR_STR, Osreg_user_dir, DIR_SEPARATOR_STR, "scripting.html"); Script_system.OutputMeta(cmdname); } mprintf(("SCRIPTING: Beginning main hook parse sequence....\n")); script_parse_table("scripting.tbl"); parse_modular_table(NOX("*-sct.tbm"), script_parse_table); mprintf(("SCRIPTING: Inititialization complete.\n")); }
//Initializes the (global) scripting system, as well as any subsystems. //script_close is handled by destructors void script_init() { mprintf(("SCRIPTING: Beginning initialization sequence...\n")); // first things first: init all script hooks, since they are PODs now, not classes... script_hook_init(&Script_splashhook); script_hook_init(&Script_simulationhook); script_hook_init(&Script_hudhook); script_hook_init(&Script_globalhook); script_hook_init(&Script_gameinithook); mprintf(("SCRIPTING: Beginning Lua initialization...\n")); Script_system.CreateLuaState(); if(Output_scripting_meta) { mprintf(("SCRIPTING: Outputting scripting metadata...\n")); Script_system.OutputMeta("scripting.html"); } mprintf(("SCRIPTING: Beginning main hook parse sequence....\n")); script_parse_table("scripting.tbl"); parse_modular_table(NOX("*-sct.tbm"), script_parse_table); mprintf(("SCRIPTING: Inititialization complete.\n")); }