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disable all scripting code when configuring without scripting modules
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@@ -32,10 +32,13 @@ class CTerrainViewPatternConfig;
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class CRmgTemplateStorage;
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class IHandlerBase;
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#if SCRIPTING_ENABLED
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namespace scripting
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{
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class ScriptHandler;
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}
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#endif
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/// Loads and constructs several handlers
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class DLL_LINKAGE LibClasses : public Services
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@@ -55,7 +58,9 @@ public:
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const FactionService * factions() const override;
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const HeroClassService * heroClasses() const override;
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const HeroTypeService * heroTypes() const override;
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#if SCRIPTING_ENABLED
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const scripting::Service * scripts() const override;
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#endif
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const spells::Service * spells() const override;
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const SkillService * skills() const override;
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const BattleFieldService * battlefields() const override;
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@@ -82,7 +87,9 @@ public:
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CRmgTemplateStorage * tplh;
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BattleFieldHandler * battlefieldsHandler;
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ObstacleHandler * obstacleHandler;
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#if SCRIPTING_ENABLED
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scripting::ScriptHandler * scriptHandler;
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#endif
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LibClasses(); //c-tor, loads .lods and NULLs handlers
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~LibClasses();
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@@ -92,15 +99,19 @@ public:
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void loadFilesystem(bool onlyEssential);// basic initialization. should be called before init()
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#if SCRIPTING_ENABLED
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void scriptsLoaded();
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#endif
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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#if SCRIPTING_ENABLED
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h & scriptHandler;//must be first (or second after modh), it can modify factories other handlers depends on
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if(!h.saving)
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{
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scriptsLoaded();
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}
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#endif
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h & heroh;
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h & arth;
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