Resume failed scripts execution after game reload #2969
Merged
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Implements feature #5524.
Use a simple approach so far - once script execution fails during runtime, do not remove its bytecode, mark it as inactive instead.
When try to run a script, early-out when it is marked as inactive.
This flag is cleaned up during scripting system cleanup, during new game start or savegame loading.
Later it should be possible to per-instance blocks, but it is unclear how exactly it should work.
Note that I do not see the code, which removes data from
mScripts
map, so I assume that data persists for the whole game session.