new hook call method + function to delegate conversion

This commit is contained in:
Oiltanker
2022-04-15 17:15:45 +03:00
parent 891efb4c4f
commit 3eba20ecb7
39 changed files with 470 additions and 676 deletions
@@ -1201,26 +1201,26 @@ namespace Barotrauma
{
if (entity is Item item)
{
var result = new LuaResult(GameMain.LuaCs.HookBase.Call("statusEffect.apply." + item.Prefab.Identifier, this, deltaTime, entity, targets, worldPosition));
var result = GameMain.LuaCs.Hook.Call<bool?>("statusEffect.apply." + item.Prefab.Identifier, this, deltaTime, entity, targets, worldPosition);
if (result.Bool())
if (result != null && result.Value)
return;
}
if (entity is Character character)
{
var result = new LuaResult(GameMain.LuaCs.HookBase.Call("statusEffect.apply." + character.SpeciesName, this, deltaTime, entity, targets, worldPosition));
var result = GameMain.LuaCs.Hook.Call<bool?>("statusEffect.apply." + character.SpeciesName, this, deltaTime, entity, targets, worldPosition);
if (result.Bool())
if (result != null && result.Value)
return;
}
}
foreach (string luaHooks in luaHook)
{
var result = new LuaResult(GameMain.LuaCs.HookBase.Call(luaHooks, this, deltaTime, entity, targets, worldPosition));
var result = GameMain.LuaCs.Hook.Call<bool?>(luaHooks, this, deltaTime, entity, targets, worldPosition);
if (result.Bool())
if (result != null && result.Value)
return;
}