diff --git a/crates/dtmm/assets/mod_main.lua.j2 b/crates/dtmm/assets/mod_main.lua.j2 index c93a75c..4dd2787 100644 --- a/crates/dtmm/assets/mod_main.lua.j2 +++ b/crates/dtmm/assets/mod_main.lua.j2 @@ -18,7 +18,7 @@ local require_store = {} -- This token is treated as a string template and filled by DTMM during deployment. -- This allows hiding unsafe I/O functions behind a setting. -- When not replaced, it's also a valid table definition, thereby degrading gracefully. -local is_io_enabled = { { is_io_enabled } } -- luacheck: ignore 113 +local is_io_enabled = {{ is_io_enabled }} -- luacheck: ignore 113 local lua_libs = { debug = debug, os = { @@ -115,7 +115,6 @@ log("mod_main", "'scripts/main' loaded") -- have been initialized. -- This is where `ModLoader` will finally start loading mods. local function patch_mod_loading_state() - local StateBootSubStateBase = require("scripts/game_states/boot/state_boot_sub_state_base") local StateBootLoadDML = class("StateBootLoadDML", "StateBootSubStateBase") local StateGameLoadMods = class("StateGameLoadMods") @@ -132,7 +131,7 @@ local function patch_mod_loading_state() } end - StateBootLoadDML._state_update = function(self, dt) + StateBootLoadDML._state_update = function(self, _) local package_manager = self._package_manager if package_manager:update() then @@ -157,9 +156,7 @@ local function patch_mod_loading_state() self._next_state_params = params end - function StateGameLoadMods:update(main_dt) - local state = self._loading_state - + function StateGameLoadMods:update(_) -- We're relying on the fact that DML internally makes sure -- that `Managers.mod:update()` is being called appropriately. -- The implementation as of this writing is to hook `StateGame.update`.