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Reduce calling overhead for A_SetUser* functions by making them non-action functions
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parent
e83bc53678
commit
c795f29cc4
3 changed files with 18 additions and 11 deletions
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@ -4604,7 +4604,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial)
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//
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//===========================================================================
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static PField *GetVar(AActor *self, FName varname)
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static PField *GetVar(DObject *self, FName varname)
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{
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PField *var = dyn_cast<PField>(self->GetClass()->Symbols.FindSymbol(varname, true));
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@ -4619,7 +4619,8 @@ static PField *GetVar(AActor *self, FName varname)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_PROLOGUE;
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PARAM_OBJECT(self, DObject);
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PARAM_NAME (varname);
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PARAM_INT (value);
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@ -4634,7 +4635,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVarFloat)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_PROLOGUE;
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PARAM_OBJECT(self, DObject);
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PARAM_NAME (varname);
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PARAM_FLOAT (value);
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@ -4653,7 +4655,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVarFloat)
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//
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//===========================================================================
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static PField *GetArrayVar(AActor *self, FName varname, int pos)
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static PField *GetArrayVar(DObject *self, FName varname, int pos)
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{
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PField *var = dyn_cast<PField>(self->GetClass()->Symbols.FindSymbol(varname, true));
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@ -4676,7 +4678,8 @@ static PField *GetArrayVar(AActor *self, FName varname, int pos)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_PROLOGUE;
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PARAM_OBJECT(self, DObject);
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PARAM_NAME (varname);
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PARAM_INT (pos);
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PARAM_INT (value);
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@ -4693,7 +4696,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArrayFloat)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_PROLOGUE;
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PARAM_OBJECT(self, DObject);
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PARAM_NAME (varname);
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PARAM_INT (pos);
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PARAM_FLOAT (value);
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@ -473,7 +473,7 @@ static void ParseNativeFunction(FScanner &sc, PClassActor *cls)
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FScriptPosition::ErrorCounter++;
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}
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// Read the type and make sure it's int or float.
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// Read the type and make sure it's acceptable.
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sc.MustGetAnyToken();
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switch (sc.TokenType)
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{
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@ -490,6 +490,9 @@ static void ParseNativeFunction(FScanner &sc, PClassActor *cls)
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rets.Push(TypeState);
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break;
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case TK_Void:
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break;
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case TK_Identifier:
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rets.Push(NewPointer(RUNTIME_CLASS(DObject)));
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// Todo: Object type
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@ -274,10 +274,10 @@ ACTOR Actor native //: Thinker
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action native A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
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action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetArg(int pos, int value);
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action native A_SetUserVar(name varname, int value);
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action native A_SetUserArray(name varname, int index, int value);
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action native A_SetUserVarFloat(name varname, float value);
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action native A_SetUserArrayFloat(name varname, int index, float value);
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native void A_SetUserVar(name varname, int value);
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native void A_SetUserArray(name varname, int index, int value);
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native void A_SetUserVarFloat(name varname, float value);
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native void A_SetUserArrayFloat(name varname, int index, float value);
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action native A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
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action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
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action native A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0);
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