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Fix for Morph virtual
Allows class<MorphedMonster> to be used as an argument type in place of class<Actor> within the third argument for backwards compatibility.
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parent
5ed4f477ed
commit
06eee55671
3 changed files with 17 additions and 1 deletions
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@ -667,6 +667,8 @@ PClass *PClass::FindClassTentative(FName name)
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//
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//
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//==========================================================================
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//==========================================================================
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bool ShouldAllowGameSpecificVirtual(FName name, unsigned index, PType* arg, PType* varg);
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int PClass::FindVirtualIndex(FName name, PFunction::Variant *variant, PFunction *parentfunc, bool exactReturnType, bool ignorePointerReadOnly)
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int PClass::FindVirtualIndex(FName name, PFunction::Variant *variant, PFunction *parentfunc, bool exactReturnType, bool ignorePointerReadOnly)
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{
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{
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auto proto = variant->Proto;
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auto proto = variant->Proto;
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@ -698,7 +700,7 @@ int PClass::FindVirtualIndex(FName name, PFunction::Variant *variant, PFunction
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break;
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break;
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}
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}
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}
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}
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else
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else if(!ShouldAllowGameSpecificVirtual(name, a, proto->ArgumentTypes[a], vproto->ArgumentTypes[a]))
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{
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{
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fail = true;
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fail = true;
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break;
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break;
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@ -462,6 +462,7 @@ xx(WBobSpeed)
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xx(WBobFire)
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xx(WBobFire)
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xx(PlayerClass)
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xx(PlayerClass)
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xx(MonsterClass)
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xx(MonsterClass)
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xx(Morph)
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xx(MorphedMonster)
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xx(MorphedMonster)
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xx(Wi_NoAutostartMap)
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xx(Wi_NoAutostartMap)
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@ -57,6 +57,19 @@ PFunction* FindBuiltinFunction(FName funcname);
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//
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//
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//==========================================================================
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//==========================================================================
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bool ShouldAllowGameSpecificVirtual(FName name, unsigned index, PType* arg, PType* varg)
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{
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return (name == NAME_Morph && index == 3u && arg->isClassPointer() && varg->isClassPointer()
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&& PType::toClassPointer(varg)->ClassRestriction->TypeName == NAME_Actor
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&& PType::toClassPointer(arg)->ClassRestriction->TypeName == NAME_MorphedMonster);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool isActor(PContainerType *type)
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bool isActor(PContainerType *type)
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{
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{
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auto cls = PType::toClass(type);
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auto cls = PType::toClass(type);
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