void CScriptSystem::RegisterSecondaryBindings() { // Register what couldn't be registered earlier. if(m_methodBindings.size()>0) { for(TMethodBindings::iterator it = m_methodBindings.begin(); it != m_methodBindings.end(); ++it) RegisterMethodBinding((*it).first, (*it).second); } RegisterBinding(CScriptbind_Input); }
void CScriptSystem::RegisterPriorityBindings() { RegisterBinding(CScriptbind_ActorSystem); RegisterBinding(CScriptbind_3DEngine); RegisterBinding(CScriptbind_Physics); RegisterBinding(CScriptbind_Renderer); RegisterBinding(CScriptbind_Console); RegisterBinding(CScriptbind_GameRules); RegisterBinding(CScriptbind_Debug); RegisterBinding(CScriptbind_Time); RegisterBinding(CScriptbind_MaterialManager); RegisterBinding(CScriptbind_ParticleSystem); RegisterBinding(CScriptbind_ViewSystem); RegisterBinding(CScriptbind_LevelSystem); RegisterBinding(CScriptbind_Entity); RegisterBinding(CScriptbind_Network); RegisterBinding(CScriptbind_ScriptTable); RegisterBinding(CScriptbind_CrySerialize); RegisterBinding(CScriptbind_GameObject); RegisterBinding(CScriptbind_CryPak); m_pFlowManager = new CFlowManager(); m_pFlowManager->AddRef(); }