Guppy Posted September 27, 2014 Share Posted September 27, 2014 My code boils down to this; in C++ Leadwerks::World* world = Leadwerks::World::GetCurrent(); Leadwerks::Entity* e=world->FindEntity(EntityName); if ( output ) { e->CallOutputs(EntityFunction); }else{ e->CallFunction(EntityFunction); } in the first lua script function Script:TestOutput(event)--out print("[Lua] TestOutput"); if ( type(event)=="table" ) then print ( "TestOutput has event data") end self.component:CallOutputs("TestOutputxx") end in the 2nd lua script function Script:TestInput(event) --in print("[Lua] TestInput"); if ( type(event)=="table" ) then print ( "TestInput has event data") end end Calling the function TestOutput works - it ends up calling TestInput, but when I try to skip the middle man and call "TestOutputxx" notting happens. Is that a bug or am I missing something? ps. code tags are murdering my indentation - sorry about that Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
Josh Posted September 27, 2014 Share Posted September 27, 2014 This is not official API stuff, but the actual way it works is Entity->component->CallOutputs(const std::string& outputname) 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
AggrorJorn Posted September 27, 2014 Share Posted September 27, 2014 oftopic: yeah those code reformats are annoying. It happens all over the forum. If you toggle the editing mode and then paste your code, it will note lose indention 3 Quote Link to comment Share on other sites More sharing options...
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