Add OnSelling and OnSold to the Lua API.
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Scripting
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OnIdle, OnDamaged, OnKilled, OnProduction, OnOtherProduction, OnPlayerWon, OnPlayerLost,
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OnIdle, OnDamaged, OnKilled, OnProduction, OnOtherProduction, OnPlayerWon, OnPlayerLost,
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OnObjectiveAdded, OnObjectiveCompleted, OnObjectiveFailed, OnCapture, OnInfiltrated,
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OnObjectiveAdded, OnObjectiveCompleted, OnObjectiveFailed, OnCapture, OnInfiltrated,
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OnAddedToWorld, OnRemovedFromWorld, OnDiscovered, OnPlayerDiscovered,
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OnAddedToWorld, OnRemovedFromWorld, OnDiscovered, OnPlayerDiscovered,
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OnPassengerEntered, OnPassengerExited
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OnPassengerEntered, OnPassengerExited, OnSelling, OnSold
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}
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}
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[Desc("Allows map scripts to attach triggers to this actor via the Triggers global.")]
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[Desc("Allows map scripts to attach triggers to this actor via the Triggers global.")]
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@@ -34,7 +34,7 @@ namespace OpenRA.Mods.Common.Scripting
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public sealed class ScriptTriggers : INotifyIdle, INotifyDamage, INotifyKilled, INotifyProduction, INotifyOtherProduction,
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public sealed class ScriptTriggers : INotifyIdle, INotifyDamage, INotifyKilled, INotifyProduction, INotifyOtherProduction,
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INotifyObjectivesUpdated, INotifyCapture, INotifyInfiltrated, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyDiscovered, INotifyActorDisposing,
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INotifyObjectivesUpdated, INotifyCapture, INotifyInfiltrated, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyDiscovered, INotifyActorDisposing,
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INotifyPassengerEntered, INotifyPassengerExited
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INotifyPassengerEntered, INotifyPassengerExited, INotifySold
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{
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{
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readonly World world;
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readonly World world;
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readonly Actor self;
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readonly Actor self;
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@@ -364,6 +364,46 @@ namespace OpenRA.Mods.Common.Scripting
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OnRemovedInternal(self);
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OnRemovedInternal(self);
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}
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}
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void INotifySold.Selling(Actor self)
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{
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if (world.Disposing)
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return;
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// Run Lua callbacks
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foreach (var f in Triggerables(Trigger.OnSelling))
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{
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try
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{
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f.Function.Call(f.Self).Dispose();
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}
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catch (Exception ex)
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{
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f.Context.FatalError(ex.Message);
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return;
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}
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}
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}
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void INotifySold.Sold(Actor self)
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{
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if (world.Disposing)
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return;
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// Run Lua callbacks
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foreach (var f in Triggerables(Trigger.OnSold))
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{
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try
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{
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f.Function.Call(f.Self).Dispose();
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}
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catch (Exception ex)
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{
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f.Context.FatalError(ex.Message);
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return;
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}
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}
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}
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public void UnitProducedByOther(Actor self, Actor producee, Actor produced)
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public void UnitProducedByOther(Actor self, Actor producee, Actor produced)
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{
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{
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if (world.Disposing)
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if (world.Disposing)
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