Jump to content

CallOutputs in C++ does notting?


Guppy
 Share

Recommended Posts

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

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

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...