Apply linter fixes in mod_main.lua
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lint/clippy Checking for common mistakes and opportunities for code improvement
build/msvc Build for the target platform: msvc
build/linux Build for the target platform: linux
All checks were successful
lint/clippy Checking for common mistakes and opportunities for code improvement
build/msvc Build for the target platform: msvc
build/linux Build for the target platform: linux
This commit is contained in:
parent
05df72635a
commit
91651a8467
1 changed files with 3 additions and 6 deletions
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@ -18,7 +18,7 @@ local require_store = {}
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-- This token is treated as a string template and filled by DTMM during deployment.
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-- This allows hiding unsafe I/O functions behind a setting.
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-- When not replaced, it's also a valid table definition, thereby degrading gracefully.
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local is_io_enabled = { { is_io_enabled } } -- luacheck: ignore 113
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local is_io_enabled = {{ is_io_enabled }} -- luacheck: ignore 113
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local lua_libs = {
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debug = debug,
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os = {
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@ -115,7 +115,6 @@ log("mod_main", "'scripts/main' loaded")
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-- have been initialized.
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-- This is where `ModLoader` will finally start loading mods.
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local function patch_mod_loading_state()
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local StateBootSubStateBase = require("scripts/game_states/boot/state_boot_sub_state_base")
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local StateBootLoadDML = class("StateBootLoadDML", "StateBootSubStateBase")
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local StateGameLoadMods = class("StateGameLoadMods")
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@ -132,7 +131,7 @@ local function patch_mod_loading_state()
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}
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end
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StateBootLoadDML._state_update = function(self, dt)
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StateBootLoadDML._state_update = function(self, _)
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local package_manager = self._package_manager
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if package_manager:update() then
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@ -157,9 +156,7 @@ local function patch_mod_loading_state()
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self._next_state_params = params
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end
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function StateGameLoadMods:update(main_dt)
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local state = self._loading_state
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function StateGameLoadMods:update(_)
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-- We're relying on the fact that DML internally makes sure
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-- that `Managers.mod:update()` is being called appropriately.
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-- The implementation as of this writing is to hook `StateGame.update`.
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