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Adds expanded ability to create and insert specialized script-based inspector fields
Adds logic during the editor script initialization to let game modules have embedded tools Changed setting to force prompt for target modules when creating things like datablocks to minimize confusion about where they save to
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7 changed files with 131 additions and 5 deletions
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@ -126,13 +126,49 @@ function onStart()
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}
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%folder = findNextFile( %pattern );
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}
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//Next, scrape through modules and scan for tools subfolders there
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%pattern = "data/*/editor." @ $TorqueScriptFileExtension;
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%folder = findFirstFile( %pattern );
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if ( %folder $= "")
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{
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// if we have absolutely no matches for main.tscript, we look for main.tscript.dso
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%pattern = "data/*/editor." @ $TorqueScriptFileExtension @ ".dso";
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%folder = findFirstFile( %pattern );
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}
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while ( %folder !$= "" )
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{
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if( filePath( %folder ) !$= "tools" ) // Skip the actual 'tools' folder...we want the children
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{
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%folder = filePath( %folder );
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%editor = fileName( %folder );
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if ( IsDirectory( %folder ) )
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{
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// Yes, this sucks and should be done better
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if ( strstr( $Tools::loadFirst, %editor ) == -1 )
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{
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$editors[$editors[count]] = %editor;
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$editorsPath[$editors[count]] = %folder;
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$editors[count]++;
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}
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}
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}
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%folder = findNextFile( %pattern );
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}
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// initialize every editor
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new SimSet( EditorPluginSet );
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%count = $editors[count];
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for ( %i = 0; %i < %count; %i++ )
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{
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exec( "./" @ $editors[%i] @ "/main." @ $TorqueScriptFileExtension );
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%editorFilename = "./" @ $editors[%i] @ "/main." @ $TorqueScriptFileExtension;
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if(isFile(%editorFilename))
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exec( "./" @ $editors[%i] @ "/main." @ $TorqueScriptFileExtension );
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else
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{
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if($editorsPath[%i] !$= "")
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exec( $editorsPath[%i] @ "/editor." @ $TorqueScriptFileExtension );
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}
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%initializeFunction = "initialize" @ $editors[%i];
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if( isFunction( %initializeFunction ) )
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