(svn r24537) -Feature: Scripts can be suspended even if the game is still progressing, thus break-on-log now works also for Game Scripts.
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@@ -140,12 +140,24 @@ public:
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static void LoadEmpty();
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/**
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* Reduces the number of opcodes the script have left to zero. Unless
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* the script is in a state where it cannot suspend it will be suspended
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* for the reminder of the current tick. This function is safe to
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* call from within a function called by the script.
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* Suspends the script for the current tick and then pause the execution
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* of script. The script will not be resumed from its suspended state
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* until the script has been unpaused.
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*/
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void Suspend();
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void Pause();
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/**
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* Checks if the script is paused.
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* @return true if the script is paused, otherwise false
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*/
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bool IsPaused();
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/**
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* Resume execution of the script. This function will not actually execute
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* the script, but set a flag so that the script is executed my the usual
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* mechanism that executes the script.
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*/
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void Unpause();
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/**
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* Get the number of operations the script can execute before being suspended.
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@@ -171,7 +183,8 @@ public:
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/**
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* Check if the instance is sleeping, which either happened because the
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* script executed a DoCommand, or executed this.Sleep().
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* script executed a DoCommand, executed this.Sleep() or it has been
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* paused.
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*/
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bool IsSleeping() { return this->suspend != 0; }
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@@ -216,6 +229,7 @@ private:
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bool is_dead; ///< True if the script has been stopped.
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bool is_save_data_on_stack; ///< Is the save data still on the squirrel stack?
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int suspend; ///< The amount of ticks to suspend this script before it's allowed to continue.
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bool is_paused; ///< Is the script paused? (a paused script will not be executed until unpaused)
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Script_SuspendCallbackProc *callback; ///< Callback that should be called in the next tick the script runs.
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/**
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