* use the function build list instead of the function to pass the info. The function is permanent so not the best place for compile-time info.
* pass along the current state index which is needed to calculate the target state.
- made some tests about calling script code from native functions.
* scriptified A_SkullAttack to have something to test
* changed the A_SkullAttack call in A_PainShootSkull.
* use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.)
* Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
- fixed: The state index comparison against 0 was broken.
- fixed: Resolving codegen nodes must set the strictness flag per function so that ZSCRIPT and DECORATE are done properly.
- added an 'exact' parameter to FThinkerIterator's Next function. This is mainly for scripting which allows to do a lot more checks natively when running the iterator while looking for one specific class.
This bypasses a declaration in the script in favor of a simpler implementation. In order to work it is always necessary to have an offset table to map the variables to, but doing it fully on the native side only requires adding the type to the declaration.
- fixed: divisions wasted one register for each operation due to a double allocation.
- changed math operations to use less registers. There was a well-intended change to allocate the destination first, but the better approach is to first allocate the operands and free then before allocating the destination register.
- added support for global variables to the code generator - not the compiler, though. For the handful of entries this is needed for it may just as well be done manually. So far FLevelLocals level is the only one being exported.
- fixed: The VM disassembler truncated 64 bit pointers to 15 digits because the output buffer was too small.
- resolve entire FxSequences instead of aborting on the first failed entry. This allows to output all errors at once.
* Revert "Modify CMPJMP to produce more compact code (as far as VC++ is concerned, anyway)"
This reverts commit 6ff973a06b.
This modification did not work and broke the comparisons. Actually this had three problems:
* the asserts checked the wrong instruction
* the mask was not applied to regular comparisons.
* incrementing PC before testing does not work because 'test' references the PC.
* Revert "Modify CMPJMP to produce more compact code (as far as VC++ is concerned, anyway)"
This reverts commit 6ff973a06b.
This modification did not work and broke the comparisons. Actually this had three problems:
* the asserts checked the wrong instruction
* the mask was not applied to regular comparisons.
* incrementing PC before testing does not work because 'test' references the PC.