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https://github.com/ZDoom/gzdoom-gles.git
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- named class functions are working. Yay!!
- converted A_BspiAttack and A_BabyMetal to script functions to test the implementation.
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commit
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6 changed files with 33 additions and 33 deletions
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@ -835,7 +835,6 @@ set( NOT_COMPILED_SOURCE_FILES
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${OTHER_SYSTEM_SOURCES}
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sc_man_scanner.h
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sc_man_scanner.re
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g_doom/a_arachnotron.cpp
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g_doom/a_archvile.cpp
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g_doom/a_bossbrain.cpp
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g_doom/a_bruiser.cpp
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@ -1,30 +0,0 @@
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/*
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#include "actor.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "vm.h"
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*/
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DEFINE_ACTION_FUNCTION(AActor, A_BspiAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (!self->target)
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return 0;
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A_FaceTarget (self);
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// launch a missile
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P_SpawnMissile (self, self->target, PClass::FindActor("ArachnotronPlasma"));
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BabyMetal)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_BODY, "baby/walk", 1, ATTN_IDLE);
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A_Chase (stack, self);
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return 0;
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}
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@ -22,7 +22,6 @@
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#include "vm.h"
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// Include all the other Doom stuff here to reduce compile time
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#include "a_arachnotron.cpp"
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#include "a_archvile.cpp"
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#include "a_bossbrain.cpp"
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#include "a_bruiser.cpp"
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@ -693,7 +693,7 @@ void FFunctionBuildList::Build()
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FCompileContext ctx(item.Func, item.Func->SymbolName == NAME_None ? nullptr : item.Func->Variants[0].Proto, item.FromDecorate);
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// Allocate registers for the function's arguments and create local variable nodes before starting to resolve it.
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VMFunctionBuilder buildit(true);
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VMFunctionBuilder buildit(!!(item.Func->Variants[0].Flags & VARF_Action));
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for(unsigned i=0;i<item.Func->Variants[0].Proto->ArgumentTypes.Size();i++)
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{
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auto type = item.Func->Variants[0].Proto->ArgumentTypes[i];
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@ -2042,6 +2042,15 @@ void ZCCCompiler::InitFunctions()
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sym->AddVariant(NewPrototype(rets, args), argflags, argnames, afd == nullptr? nullptr : *(afd->VMPointer), varflags);
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c->Type()->Symbols.ReplaceSymbol(sym);
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if (!(f->Flags & ZCC_Native))
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{
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auto code = ConvertAST(f->Body);
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if (code != nullptr)
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{
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sym->Variants[0].Implementation = FunctionBuildList.AddFunction(sym, code, FStringf("%s.%s", c->Type()->TypeName.GetChars(), FName(f->Name).GetChars()), false);
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}
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}
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// todo: Check inheritance.
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// todo: Process function bodies.
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}
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@ -88,4 +88,27 @@ class ArachnotronPlasma : Actor
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_BspiAttack()
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{
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if (target)
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{
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A_FaceTarget();
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P_SpawnMissile(target, "ArachnotronPlasma");
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}
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}
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void A_BabyMetal()
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{
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A_PlaySound("baby/walk", CHAN_BODY, 1, false, ATTN_IDLE);
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A_Chase();
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}
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}
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