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on_deactivate: distinguish removal and unloading (#11931)
Sometimes you need to be able to do removal-related cleanup, such as removing files from disk, or entries from a database. staticdata obviously isn't suitable for large data. The data shouldn't be removed if the entity is unloaded, only if it is removed.
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@@ -117,13 +117,13 @@ void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
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}
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}
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void LuaEntitySAO::dispatchScriptDeactivate()
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void LuaEntitySAO::dispatchScriptDeactivate(bool removal)
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{
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// Ensure that this is in fact a registered entity,
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// and that it isn't already gone.
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// The latter also prevents this from ever being called twice.
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if (m_registered && !isGone())
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m_env->getScriptIface()->luaentity_Deactivate(m_id);
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m_env->getScriptIface()->luaentity_Deactivate(m_id, removal);
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}
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void LuaEntitySAO::step(float dtime, bool send_recommended)
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