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Next: CallGameScriptEx
Calls a user-defined script within a user-specified context.
AurieStatus CallGameScriptEx(
[out] RValue& Result,
[in] std::string_view ScriptName,
[in, optional] CInstance* SelfInstance,
[in, optional] CInstance* OtherInstance,
[in] const std::vector<RValue>& Arguments
);A reference to a buffer into which the result of the script is written. If the script does not return a value, the RValue will be undefined.
If the call fails, the buffer's contents are guaranteed to be unchanged.
The case sensitive name of the script, including the gml_Script prefix, to be called.
The instance or struct pointed to by the self keyword in GML. Can be set to nullptr if you are sure the script doesn't access the self object. Games usually expect a custom calling convention for scripts. If your code provides an object that doesn't adhere to the game's calling convention, unexpected behavior may occur.
The instance or struct pointed to by the self keyword in GML. Can be set to nullptr if you are sure the script doesn't access the other object. Games usually expect a custom calling convention for scripts. If your code provides an object that doesn't adhere to the game's calling convention, unexpected behavior may occur.
A vector of arguments, with which the script will be invoked. The arguments are passed in the same order as if calling the script from regular GameMaker code.
| Value | Description |
|---|---|
AURIE_SUCCESS |
The script was called successfully. |
AURIE_OBJECT_NOT_FOUND |
The script does not exist. |
AURIE_INVALID_PARAMETER |
ScriptName refers to a built-in or an extension function instead of a script. |
AURIE_ACCESS_DENIED |
No function is linked to the script. |
| Criterium | Value |
|---|---|
| Minimum YYTK Version | 4.0.0 |
| Context | Engine-synchronous |