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https://github.com/ZDoom/gzdoom-gles.git
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- declared most native getters in Actor as const.
- made the self pointer of const functions readonly. This seems to work fine. Both calling a non-const function and trying to assign a value to a member fail with an error message.
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4c5794b6d5
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7dbc6939c4
3 changed files with 31 additions and 21 deletions
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@ -110,12 +110,13 @@ void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, TArray<FNam
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if (funcflags & VARF_Method)
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if (funcflags & VARF_Method)
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{
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{
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// implied self pointer
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// implied self pointer
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if (args != nullptr) args->Push(NewPointer(cls));
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if (args != nullptr) args->Push(NewPointer(cls, !!(funcflags & VARF_ReadOnly)));
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if (argflags != nullptr) argflags->Push(VARF_Implicit | VARF_ReadOnly);
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if (argflags != nullptr) argflags->Push(VARF_Implicit | VARF_ReadOnly);
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if (argnames != nullptr) argnames->Push(NAME_self);
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if (argnames != nullptr) argnames->Push(NAME_self);
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}
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}
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if (funcflags & VARF_Action)
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if (funcflags & VARF_Action)
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{
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{
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assert(!(funcflags & VARF_ReadOnly));
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// implied caller and callingstate pointers
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// implied caller and callingstate pointers
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if (args != nullptr)
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if (args != nullptr)
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{
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{
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@ -2156,6 +2156,15 @@ void ZCCCompiler::CompileFunction(ZCC_StructWork *c, ZCC_FuncDeclarator *f, bool
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}
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}
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if (f->Flags & ZCC_Action)
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if (f->Flags & ZCC_Action)
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{
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{
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if (varflags & VARF_ReadOnly)
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{
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Error(f, "Action functions cannot be declared const");
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varflags &= ~VARF_ReadOnly;
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}
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if (varflags & VARF_UI)
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{
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Error(f, "Action functions cannot be declared UI");
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}
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// Non-Actors cannot have action functions.
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// Non-Actors cannot have action functions.
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if (!c->Type()->IsKindOf(RUNTIME_CLASS(PClassActor)))
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if (!c->Type()->IsKindOf(RUNTIME_CLASS(PClassActor)))
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{
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{
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@ -468,15 +468,15 @@ class Actor : Thinker native
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native bool UpdateWaterLevel (bool splash = true);
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native bool UpdateWaterLevel (bool splash = true);
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native bool IsZeroDamage();
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native bool IsZeroDamage();
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native void ClearInterpolation();
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native void ClearInterpolation();
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native Vector3 PosRelative(sector sec);
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native Vector3 PosRelative(sector sec) const;
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native void HandleSpawnFlags();
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native void HandleSpawnFlags();
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native void ExplodeMissile(line lin = null, Actor target = null, bool onsky = false);
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native void ExplodeMissile(line lin = null, Actor target = null, bool onsky = false);
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native void RestoreDamage();
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native void RestoreDamage();
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native int SpawnHealth();
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native int SpawnHealth() const;
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native void SetDamage(int dmg);
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native void SetDamage(int dmg);
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native double Distance2D(Actor other);
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native double Distance2D(Actor other) const;
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native double Distance3D(Actor other);
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native double Distance3D(Actor other) const;
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native void SetOrigin(vector3 newpos, bool moving);
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native void SetOrigin(vector3 newpos, bool moving);
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native void SetXYZ(vector3 newpos);
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native void SetXYZ(vector3 newpos);
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native Actor GetPointer(int aaptr);
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native Actor GetPointer(int aaptr);
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@ -511,7 +511,7 @@ class Actor : Thinker native
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native void BloodSplatter (Vector3 pos, double hitangle, bool axe = false);
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native void BloodSplatter (Vector3 pos, double hitangle, bool axe = false);
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native bool HitWater (sector sec, Vector3 pos, bool checkabove = false, bool alert = true, bool force = false);
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native bool HitWater (sector sec, Vector3 pos, bool checkabove = false, bool alert = true, bool force = false);
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native void PlaySpawnSound(Actor missile);
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native void PlaySpawnSound(Actor missile);
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native bool CountsAsKill();
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native bool CountsAsKill() const;
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native bool Teleport(Vector3 pos, double angle, int flags);
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native bool Teleport(Vector3 pos, double angle, int flags);
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native void TraceBleed(int damage, Actor missile);
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native void TraceBleed(int damage, Actor missile);
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@ -559,21 +559,21 @@ class Actor : Thinker native
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native void LinkToWorld(LinkContext ctx = null);
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native void LinkToWorld(LinkContext ctx = null);
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native void UnlinkFromWorld(out LinkContext ctx = null);
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native void UnlinkFromWorld(out LinkContext ctx = null);
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native bool CanSeek(Actor target);
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native bool CanSeek(Actor target);
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native double AngleTo(Actor target, bool absolute = false);
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native double AngleTo(Actor target, bool absolute = false) const;
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native void AddZ(double zadd, bool moving = true);
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native void AddZ(double zadd, bool moving = true);
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native void SetZ(double z);
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native void SetZ(double z);
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native vector2 Vec2To(Actor other);
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native vector2 Vec2To(Actor other) const;
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native vector3 Vec3To(Actor other);
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native vector3 Vec3To(Actor other) const;
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native vector3 Vec3Offset(double x, double y, double z, bool absolute = false);
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native vector3 Vec3Offset(double x, double y, double z, bool absolute = false) const;
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native vector3 Vec3Angle(double length, double angle, double z = 0, bool absolute = false);
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native vector3 Vec3Angle(double length, double angle, double z = 0, bool absolute = false) const;
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native vector2 Vec2Angle(double length, double angle, bool absolute = false);
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native vector2 Vec2Angle(double length, double angle, bool absolute = false) const;
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native vector2 Vec2Offset(double x, double y, bool absolute = false);
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native vector2 Vec2Offset(double x, double y, bool absolute = false) const;
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native vector3 Vec2OffsetZ(double x, double y, double atz, bool absolute = false);
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native vector3 Vec2OffsetZ(double x, double y, double atz, bool absolute = false) const;
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native void VelFromAngle(double speed = 0, double angle = 0);
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native void VelFromAngle(double speed = 0, double angle = 0) const;
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native void Vel3DFromAngle(double speed, double angle, double pitch);
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native void Vel3DFromAngle(double speed, double angle, double pitch) const;
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native void Thrust(double speed = 0, double angle = 0);
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native void Thrust(double speed = 0, double angle = 0);
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native bool isFriend(Actor other);
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native bool isFriend(Actor other) const;
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native bool isHostile(Actor other);
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native bool isHostile(Actor other) const;
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native void AdjustFloorClip();
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native void AdjustFloorClip();
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native DropItem GetDropItems();
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native DropItem GetDropItems();
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native void CopyFriendliness (Actor other, bool changeTarget, bool resetHealth = true);
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native void CopyFriendliness (Actor other, bool changeTarget, bool resetHealth = true);
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@ -588,8 +588,8 @@ class Actor : Thinker native
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native void Howl();
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native void Howl();
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native void DrawSplash (int count, double angle, int kind);
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native void DrawSplash (int count, double angle, int kind);
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native void GiveSecret(bool printmsg = true, bool playsound = true);
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native void GiveSecret(bool printmsg = true, bool playsound = true);
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native double GetCameraHeight();
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native double GetCameraHeight() const;
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native double GetGravity();
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native double GetGravity() const;
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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native void AddInventory(Inventory inv);
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native void AddInventory(Inventory inv);
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@ -613,7 +613,7 @@ class Actor : Thinker native
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native double GetDistance(bool checkz, int ptr = AAPTR_TARGET);
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native double GetDistance(bool checkz, int ptr = AAPTR_TARGET);
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native double GetAngle(int flags, int ptr = AAPTR_TARGET);
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native double GetAngle(int flags, int ptr = AAPTR_TARGET);
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native double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
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native double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
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native int GetSpawnHealth();
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native int GetSpawnHealth() const;
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native double GetCrouchFactor(int ptr = AAPTR_PLAYER1);
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native double GetCrouchFactor(int ptr = AAPTR_PLAYER1);
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native double GetCVar(string cvar);
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native double GetCVar(string cvar);
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native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
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native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
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