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Debug: Change script location, and make helptext for sh/script more clear. Last addition, I swear.
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@ -41,7 +41,7 @@ var helptext = {
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"command_getprop": [" prop", "Get the value of property prop\n" ],
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"command_setprop": [" prop value", "Set the property prop to value.\n" ],
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"command_script": [" path", "Load and execute a script at a given path.\n" ],
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"command_script": [" path", "Load and execute a script at user://scripts/<name>\n" ],
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"command_echo": [" on/off", "Controls whether lines should be printed to the screen\n" ],
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"command_restart": ["", "Kill the current scene tree and plant a new Root.\n" ],
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"command_exit": ["", "Quits the program.\n" ],
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@ -80,7 +80,7 @@ var commands = {
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["restart", "killall"]: "command_restart",
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["exit", "quit"]: "command_exit",
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[""]: "command_empty"
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["", "#"]: "command_empty"
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}
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#List of all of Godot's builtin types
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@ -526,21 +526,27 @@ func command_perf(command):
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else:
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debug_print_line(get_usage(command[0]))
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# script: run a script from user://
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# script: run a script from user://scripts/
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func command_script(command):
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var script = []
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if (command.size() > 1):
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var path = "user://" + command[1]
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var path = "user://scripts/" + command[1]
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var f = File.new()
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var err = f.open(path, File.READ)
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if err == OK:
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# Read the file
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while not f.eof_reached():
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script.push_back(f.get_line())
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f.close()
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# Save state and turn off echo
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echo = false
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var pwn = present_working_node
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var h = history_pos
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# Execute the script
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for cmd in script:
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_on_LineEdit_text_entered(cmd)
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# Restore state and turn on echo
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present_working_node = pwn
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history_pos = h
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echo = true
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else:
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