Console Refactor

This commit is contained in:
Lukas Aldershaab 2023-04-23 10:39:54 +02:00
parent 626de074cc
commit 89b0c7f73b
89 changed files with 1883 additions and 1553 deletions

View file

@ -40,6 +40,7 @@
#include "assets/assetPtr.h"
#endif
#include "console/script.h"
#include "T3D/assets/assetImporter.h"
StringTableEntry MaterialAsset::smNoMaterialAssetFallback = NULL;
@ -179,7 +180,7 @@ void MaterialAsset::initializeAsset()
{
mLoadedState = EmbeddedDefinition;
}
else if (Torque::FS::IsScriptFile(mScriptPath))
else if (Con::isScriptFile(mScriptPath))
{
if (!Sim::findObject(mMatDefinitionName))
{
@ -211,7 +212,7 @@ void MaterialAsset::onAssetRefresh()
return;
}
if (Torque::FS::IsScriptFile(mScriptPath))
if (Con::isScriptFile(mScriptPath))
{
//Since we're refreshing, we can assume that the file we're executing WILL have an existing definition.
//But that definition, whatever it is, is the 'correct' one, so we enable the Replace Existing behavior