Better narration processing
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@@ -11,6 +11,7 @@
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#include "EventTriggerModule.h"
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#include "SlotsModule.h"
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#include "world-build.h"
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#include "PlayerActionModule.h"
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#include "LuaData.h"
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#include "luaaa.hpp"
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extern "C" {
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@@ -299,7 +300,20 @@ LuaData::LuaData()
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return 0;
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});
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lua_setglobal(L, "setup_handler");
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lua_pushcfunction(L, [](lua_State *L) -> int {
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lua_pushcfunction(L, [](lua_State *L) -> int {
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luaL_checktype(L, 1, LUA_TSTRING);
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luaL_checktype(L, 2, LUA_TFUNCTION);
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ECS::get_mut<PlayerActionModule>().setupLuaActionHandler(L);
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ECS::modified<PlayerActionModule>();
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return 0;
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});
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lua_setglobal(L, "setup_action_handler");
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lua_pushcfunction(L, [](lua_State *L) -> int {
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// FIXME
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return 0;
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});
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lua_setglobal(L, "setup_narration_handler");
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lua_pushcfunction(L, [](lua_State *L) -> int {
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int args = lua_gettop(L);
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if (args < 1)
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return 0;
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@@ -846,6 +860,7 @@ LuaModule::LuaModule(flecs::world &ecs)
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ecs.module<LuaModule>();
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ecs.import <SlotsModule>();
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ecs.import <VehicleManagerModule>();
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ecs.import <PlayerActionModule>();
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ecs.component<LuaChildEventTrigger>();
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ecs.component<LuaBase>()
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.on_add([](LuaBase &lua) {
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