In the case of Lua scripting, only a few options are available. One is to
have the scripts contain a load/save function that they manage themselves.
Another option is to have the lua script register the variables with C++,
and let c++ take care of loading and saving this particular variables, this
requiring no more then a registerSerialize("variableName") for each
variable. These are the only way of doing it I can think of.-- Extra cheese comes at a cost. Bradley Arsenault.
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