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- declare builtins as static.
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2 changed files with 7 additions and 9 deletions
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@ -266,8 +266,6 @@ void PClass::StaticShutdown ()
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// This flags DObject::Destroy not to call any scripted OnDestroy methods anymore.
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bVMOperational = false;
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// PendingWeapon must be cleared manually because it is not subjected to the GC if it contains WP_NOCHANGE, which is just RUNTIME_CLASS(AWWeapon).
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// But that will get cleared here, confusing the GC if the value is left in.
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for (auto &p : players)
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{
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p.PendingWeapon = nullptr;
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@ -374,13 +374,13 @@ class Object native
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native bool bDestroyed;
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// These must be defined in some class, so that the compiler can find them. Object is just fine, as long as they are private to external code.
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private native int BuiltinRandom(voidptr rng, int min, int max);
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private native double BuiltinFRandom(voidptr rng, double min, double max);
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private native int BuiltinRandom2(voidptr rng, int mask);
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private native void BuiltinRandomSeed(voidptr rng, int seed);
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private native int BuiltinCallLineSpecial(int special, Actor activator, int arg1, int arg2, int arg3, int arg4, int arg5);
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private native Class<Object> BuiltinNameToClass(Name nm, Class<Object> filter);
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private native Object BuiltinClassCast(Object inptr, Class<Object> test);
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private native static int BuiltinRandom(voidptr rng, int min, int max);
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private native static double BuiltinFRandom(voidptr rng, double min, double max);
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private native static int BuiltinRandom2(voidptr rng, int mask);
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private native static void BuiltinRandomSeed(voidptr rng, int seed);
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private native static int BuiltinCallLineSpecial(int special, Actor activator, int arg1, int arg2, int arg3, int arg4, int arg5);
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private native static Class<Object> BuiltinNameToClass(Name nm, Class<Object> filter);
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private native static Object BuiltinClassCast(Object inptr, Class<Object> test);
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// These really should be global functions...
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native static String G_SkillName();
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