gzdoom-gles/src/scripting
Christoph Oelckers 784f7ed671 - converted all of Doom's actors.
- fixed a few problems that were encountered during conversion:
 * action specials as action functions were not recognized by the parser.
 * Player.StartItem could not be parsed.
 * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name.
 * states and defaults were not checked for empty bodies.
 * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
2016-10-14 20:08:41 +02:00
..
codegeneration - converted a few more DECORATE files. 2016-10-14 00:40:20 +02:00
decorate - removed token 'mode' because it isn't used anywhere and clashed with some actor properties. 2016-10-13 20:45:52 +02:00
vm - removed token 'mode' because it isn't used anywhere and clashed with some actor properties. 2016-10-13 20:45:52 +02:00
zscript - converted all of Doom's actors. 2016-10-14 20:08:41 +02:00
thingdef.cpp - separated the code generation from the DECORATE parser and cleaned up the interface to the code generator. Most importantly, the VMScriptFunctions are now preallocated when being added to the list of functions to compile and will be filled in later by the code generator. This allowed the removal of some ugly maintenance code. 2016-10-13 00:53:59 +02:00
thingdef.h - separated the code generation from the DECORATE parser and cleaned up the interface to the code generator. Most importantly, the VMScriptFunctions are now preallocated when being added to the list of functions to compile and will be filled in later by the code generator. This allowed the removal of some ugly maintenance code. 2016-10-13 00:53:59 +02:00
thingdef_data.cpp
thingdef_properties.cpp - converted all of Doom's actors. 2016-10-14 20:08:41 +02:00