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Location: cpp/openttd-patchpack/source/src/script/api/script_execmode.hpp - annotation
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croatian - 2 changes by VoyagerOne
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croatian - 2 changes by VoyagerOne
brazilian_portuguese - 9 changes by and_opttd
gaelic - 372 changes by GunChleoc
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file script_execmode.hpp Switch the script to Execute Mode. */
#ifndef SCRIPT_EXECMODE_HPP
#define SCRIPT_EXECMODE_HPP
#include "script_object.hpp"
/**
* Class to switch current mode to Execute Mode.
* If you create an instance of this class, the mode will be switched to
* Execute. The original mode is stored and recovered from when ever the
* instance is destroyed.
* In Execute mode all commands you do are executed for real.
* @api ai game
*/
class ScriptExecMode : public ScriptObject {
private:
ScriptModeProc *last_mode; ///< The previous mode we were in.
ScriptObject *last_instance; ///< The previous instance of the mode.
protected:
/**
* The callback proc for Execute mode.
*/
static bool ModeProc();
public:
/**
* Creating instance of this class switches the build mode to Execute.
* @note When the instance is destroyed, he restores the mode that was
* current when the instance was created!
*/
ScriptExecMode();
/**
* Destroying this instance reset the building mode to the mode it was
* in when the instance was created.
*/
~ScriptExecMode();
};
#endif /* SCRIPT_EXECMODE_HPP */
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