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a0dd0c85a5
arrays; any write access to them will run the corresponding hook and write to the [sector/wall/sprite/tsprite]clean array. Note: tsprite and sprite use the same hook and require running a few more instructions per access in order to disambiguiate; this could be made more optimal (like the other arrays) by clearly separating the types in the game code. Note #2: taking a member's address currently marks it dirty because of tons of helper functions across the editor code. I don't know how many read-only accesses we have after taking a member address, but it could also be fixed with some finessing of the code. git-svn-id: https://svn.eduke32.com/eduke32@3138 1a8010ca-5511-0410-912e-c29ae57300e0
30 lines
No EOL
841 B
C++
30 lines
No EOL
841 B
C++
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template<typename TrackedType>
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inline TrackedType __TRACKER_NAME<TrackedType>::operator __TRACKER_OPERATOR (__TRACKER_RIGHTHAND_TYPE)
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{
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bool isNoop;
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switch (__TRACKER_NOOP) {
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case __TRACKER_NOOP_RIGHTHAND_EQUAL:
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isNoop = this->TrackedValue == __TRACKER_RIGHTHAND;
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break;
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case __TRACKER_NOOP_RIGHTHAND_ZERO:
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isNoop = __TRACKER_RIGHTHAND == 0;
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break;
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case __TRACKER_NOOP_RIGHTHAND_ONE:
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isNoop = __TRACKER_RIGHTHAND == 1;
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break;
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default:
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case __TRACKER_NEVER:
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isNoop = false;
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break;
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}
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if (!isNoop) {
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__TRACKER_GLOBAL_HOOK((int)&this->TrackedValue);
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return (this->TrackedValue __TRACKER_OPERATOR __TRACKER_RIGHTHAND);
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} else {
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return this->TrackedValue;
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}
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} |