#include "gameui/GameScriptFunctions.hpp" #include "ui/FrameScript.hpp" #include "util/Lua.hpp" #include "util/Unimplemented.hpp" static int32_t Script_SaveEquipmentSet(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_DeleteEquipmentSet(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_RenameEquipmentSet(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_EquipmentManagerIgnoreSlotForSave(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_EquipmentManagerIsSlotIgnoredForSave(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_EquipmentManagerClearIgnoredSlotsForSave(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_EquipmentManagerUnignoreSlotForSave(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_GetEquipmentSetLocations(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_GetEquipmentSetItemIDs(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_GetNumEquipmentSets(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_GetEquipmentSetInfo(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_GetEquipmentSetInfoByName(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_EquipmentSetContainsLockedItems(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_PickupEquipmentSetByName(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_PickupEquipmentSet(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_UseEquipmentSet(lua_State* L) { WHOA_UNIMPLEMENTED(0); } static int32_t Script_CanUseEquipmentSets(lua_State* L) { WHOA_UNIMPLEMENTED(0); } void EquipmentManagerRegisterScriptFunctions() { for (int32_t i = 0; i < NUM_SCRIPT_FUNCTIONS_EQUIPMENT_MANAGER; ++i) { FrameScript_RegisterFunction( GameScript::s_ScriptFunctions_EquipmentManager[i].name, GameScript::s_ScriptFunctions_EquipmentManager[i].method); } } FrameScript_Method GameScript::s_ScriptFunctions_EquipmentManager[NUM_SCRIPT_FUNCTIONS_EQUIPMENT_MANAGER] = { { "SaveEquipmentSet", &Script_SaveEquipmentSet }, { "DeleteEquipmentSet", &Script_DeleteEquipmentSet }, { "RenameEquipmentSet", &Script_RenameEquipmentSet }, { "EquipmentManagerIgnoreSlotForSave", &Script_EquipmentManagerIgnoreSlotForSave }, { "EquipmentManagerIsSlotIgnoredForSave", &Script_EquipmentManagerIsSlotIgnoredForSave }, { "EquipmentManagerClearIgnoredSlotsForSave", &Script_EquipmentManagerClearIgnoredSlotsForSave }, { "EquipmentManagerUnignoreSlotForSave", &Script_EquipmentManagerUnignoreSlotForSave }, { "GetEquipmentSetLocations", &Script_GetEquipmentSetLocations }, { "GetEquipmentSetItemIDs", &Script_GetEquipmentSetItemIDs }, { "GetNumEquipmentSets", &Script_GetNumEquipmentSets }, { "GetEquipmentSetInfo", &Script_GetEquipmentSetInfo }, { "GetEquipmentSetInfoByName", &Script_GetEquipmentSetInfoByName }, { "EquipmentSetContainsLockedItems", &Script_EquipmentSetContainsLockedItems }, { "PickupEquipmentSetByName", &Script_PickupEquipmentSetByName }, { "PickupEquipmentSet", &Script_PickupEquipmentSet }, { "UseEquipmentSet", &Script_UseEquipmentSet }, { "CanUseEquipmentSets", &Script_CanUseEquipmentSets }, };