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Add lifecycle hooks for tool mods
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+11
-1
@@ -169,6 +169,11 @@ function Game:returnToTitle()
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end
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function Game:step(dt)
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-- Tool mods (autoplay, accessibility drivers, input visualizers) act on
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-- the same fixed-step boundary as a physical controller. Run them before
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-- Input:step promotes queued edges so a button chosen here is visible to
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-- this logic tick, not one tick later. With no wrapper this is a no-op.
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ModRuntime.call("input.step", function() end, self, dt)
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self.input:step()
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-- serviced unconditionally: a link battle's ENet transport must not
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-- stall just because PartyMenu/ChoiceBox/NamingScreen is temporarily
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@@ -476,6 +481,11 @@ end
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-- Capture the live world state into the save table and persist it.
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-- Options are flushed to options.lua as part of SaveData.save.
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function Game:writeSave()
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-- Tool sessions can be deliberately ephemeral. Give them one narrow veto
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-- before captureSave mutates the snapshot or any progress bytes reach disk.
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if ModRuntime.call("save.write", function() return true end, self) == false then
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return false
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end
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if self.overworld and self.overworld.captureSave then
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self.overworld:captureSave(self.save)
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end
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@@ -486,7 +496,7 @@ function Game:writeSave()
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if ModRuntime.wants("save.writing") then
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ModRuntime.emit("save.writing", { save = self.save, meta = self.save.meta })
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end
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SaveData.save(self.save)
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return SaveData.save(self.save)
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end
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-- Persist options.lua only (Options menu / hotkeys 2-5). Keeps settings
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