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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
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lib/events/GameResumed.cpp
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39
lib/events/GameResumed.cpp
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/*
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* GameResumed.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "GameResumed.h"
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#include <vcmi/events/EventBus.h>
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namespace events
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{
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SubscriptionRegistry<GameResumed> * GameResumed::getRegistry()
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{
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static std::unique_ptr<SubscriptionRegistry<GameResumed>> Instance = make_unique<SubscriptionRegistry<GameResumed>>();
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return Instance.get();
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}
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void GameResumed::defaultExecute(const EventBus * bus)
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{
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CGameResumed event;
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bus->executeEvent(event);
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}
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CGameResumed::CGameResumed() = default;
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bool CGameResumed::isEnabled() const
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{
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return true;
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}
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}
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