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https://github.com/ZDoom/gzdoom.git
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Add min and max to DECORATE
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a8e985f4f6
commit
1ffb7ad109
6 changed files with 248 additions and 12 deletions
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@ -191,6 +191,8 @@ std2:
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'frandom' { RET(TK_FRandom); }
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'randompick' { RET(TK_RandomPick); }
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'frandompick' { RET(TK_FRandomPick); }
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'min' { RET(TK_Min); }
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'max' { RET(TK_Max); }
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L (L|D)* { RET(TK_Identifier); }
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@ -128,6 +128,8 @@ xx(TK_SizeOf, "'sizeof'")
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xx(TK_AlignOf, "'alignof'")
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xx(TK_RandomPick, "'randompick'")
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xx(TK_FRandomPick, "'frandompick'")
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xx(TK_Min, "'min'")
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xx(TK_Max, "'max'")
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xx(TK_States, "'states'")
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xx(TK_Loop, "'loop'")
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xx(TK_Fail, "'fail'")
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@ -349,6 +349,21 @@ static FxExpression *ParseExpression0 (FScanner &sc, PClassActor *cls)
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// a cheap way to get them working when people use "name" instead of 'name'.
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return new FxConstant(FName(sc.String), scpos);
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}
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else if (sc.CheckToken(TK_Min) || sc.CheckToken(TK_Max))
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{
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int type = sc.TokenType;
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TArray<FxExpression*> list;
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sc.MustGetToken('(');
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for (;;)
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{
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FxExpression *expr = ParseExpressionM(sc, cls);
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list.Push(expr);
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if (sc.CheckToken(')'))
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break;
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sc.MustGetToken(',');
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}
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return new FxMinMax(list, type, sc);
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}
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else if (sc.CheckToken(TK_Random))
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{
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FRandom *rng;
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@ -629,6 +629,24 @@ public:
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//
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//==========================================================================
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class FxMinMax : public FxExpression
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{
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TDeletingArray<FxExpression *> choices;
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int Type;
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public:
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FxMinMax(TArray<FxExpression*> &expr, int type, const FScriptPosition &pos);
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FxExpression *Resolve(FCompileContext&);
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ExpEmit Emit(VMFunctionBuilder *build);
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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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class FxRandom : public FxExpression
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{
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protected:
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@ -2038,6 +2038,214 @@ ExpEmit FxAbs::Emit(VMFunctionBuilder *build)
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return out;
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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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FxMinMax::FxMinMax(TArray<FxExpression*> &expr, int type, const FScriptPosition &pos)
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: FxExpression(pos), Type(type)
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{
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assert(expr.Size() > 0);
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assert(type == TK_Min || type == TK_Max);
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ValueType = VAL_Unknown;
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choices.Resize(expr.Size());
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for (unsigned i = 0; i < expr.Size(); ++i)
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{
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choices[i] = expr[i];
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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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//==========================================================================
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FxExpression *FxMinMax::Resolve(FCompileContext &ctx)
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{
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unsigned int i;
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bool isconst;
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int intcount, floatcount;
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CHECKRESOLVED();
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// Determine if float or int
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intcount = floatcount = 0;
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for (i = 0; i < choices.Size(); ++i)
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{
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RESOLVE(choices[i], ctx);
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ABORT(choices[i]);
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if (choices[i]->ValueType == VAL_Float)
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{
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floatcount++;
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}
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else if (choices[i]->ValueType == VAL_Int)
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{
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intcount++;
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}
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else
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{
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ScriptPosition.Message(MSG_ERROR, "Arguments must be of type int or float");
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delete this;
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return NULL;
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}
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}
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if (floatcount != 0)
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{
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ValueType = VAL_Float;
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if (intcount != 0)
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{ // There are some ints that need to be cast to floats
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for (i = 0; i < choices.Size(); ++i)
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{
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if (choices[i]->ValueType == VAL_Int)
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{
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choices[i] = new FxFloatCast(choices[i]);
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RESOLVE(choices[i], ctx);
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ABORT(choices[i]);
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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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{
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ValueType = VAL_Int;
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}
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// Determine if every argument is constant
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isconst = true;
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for (i = 0; i < choices.Size(); ++i)
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{
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if (!choices[i]->isConstant())
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{
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isconst = false;
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break;
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}
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}
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// If every argument is constant, we can decide this now.
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if (isconst)
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{
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ExpVal best = static_cast<FxConstant *>(choices[0])->GetValue();
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for (i = 1; i < choices.Size(); ++i)
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{
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ExpVal value = static_cast<FxConstant *>(choices[i])->GetValue();
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assert(value.Type == ValueType.Type);
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if (Type == TK_Min)
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{
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if (value.Type == VAL_Float)
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{
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if (value.Float < best.Float)
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{
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best.Float = value.Float;
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}
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}
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else
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{
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if (value.Int < best.Int)
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{
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best.Int = value.Int;
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}
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}
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}
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else
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{
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if (value.Type == VAL_Float)
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{
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if (value.Float > best.Float)
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{
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best.Float = value.Float;
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}
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}
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else
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{
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if (value.Int > best.Int)
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{
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best.Int = value.Int;
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}
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}
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}
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}
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FxExpression *x = new FxConstant(best, ScriptPosition);
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delete this;
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return x;
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}
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return this;
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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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static void EmitLoad(VMFunctionBuilder *build, const ExpEmit resultreg, const ExpVal &value)
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{
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if (resultreg.RegType == REGT_FLOAT)
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{
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build->Emit(OP_LKF, resultreg.RegNum, build->GetConstantFloat(value.GetFloat()));
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}
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else
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{
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build->EmitLoadInt(resultreg.RegNum, value.GetInt());
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}
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}
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ExpEmit FxMinMax::Emit(VMFunctionBuilder *build)
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{
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unsigned i;
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int opcode, opA;
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assert(choices.Size() > 0);
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assert(OP_LTF_RK == OP_LTF_RR+1);
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assert(OP_LT_RK == OP_LT_RR+1);
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assert(OP_LEF_RK == OP_LEF_RR+1);
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assert(OP_LE_RK == OP_LE_RR+1);
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if (Type == TK_Min)
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{
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opcode = ValueType.Type == VAL_Float ? OP_LEF_RR : OP_LE_RR;
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opA = 1;
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}
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else
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{
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opcode = ValueType.Type == VAL_Float ? OP_LTF_RR : OP_LT_RR;
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opA = 0;
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}
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ExpEmit bestreg;
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// Get first value into a register. This will also be the result register.
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if (choices[0]->isConstant())
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{
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bestreg = ExpEmit(build, ValueType.Type == VAL_Float ? REGT_FLOAT : REGT_INT);
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EmitLoad(build, bestreg, static_cast<FxConstant *>(choices[0])->GetValue());
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}
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else
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{
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bestreg = choices[0]->Emit(build);
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}
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// Compare every choice. Better matches get copied to the bestreg.
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for (i = 1; i < choices.Size(); ++i)
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{
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ExpEmit checkreg = choices[i]->Emit(build);
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assert(checkreg.RegType == bestreg.RegType);
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build->Emit(opcode + checkreg.Konst, opA, bestreg.RegNum, checkreg.RegNum);
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build->Emit(OP_JMP, 1);
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if (checkreg.Konst)
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{
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build->Emit(bestreg.RegType == REGT_FLOAT ? OP_LKF : OP_LK, bestreg.RegNum, checkreg.RegNum);
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}
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else
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{
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build->Emit(bestreg.RegType == REGT_FLOAT ? OP_MOVEF : OP_MOVE, bestreg.RegNum, checkreg.RegNum, 0);
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checkreg.Free(build);
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}
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}
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return bestreg;
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}
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//==========================================================================
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//
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//
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@ -2269,16 +2477,7 @@ ExpEmit FxRandomPick::Emit(VMFunctionBuilder *build)
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build->BackpatchToHere(jumptable + i);
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if (choices[i]->isConstant())
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{
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if (ValueType == VAL_Int)
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{
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int val = static_cast<FxConstant *>(choices[i])->GetValue().GetInt();
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build->EmitLoadInt(resultreg.RegNum, val);
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}
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else
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{
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double val = static_cast<FxConstant *>(choices[i])->GetValue().GetFloat();
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build->Emit(OP_LKF, resultreg.RegNum, build->GetConstantFloat(val));
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}
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EmitLoad(build, resultreg, static_cast<FxConstant *>(choices[i])->GetValue());
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}
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else
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{
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@ -311,8 +311,8 @@ ACTOR Actor native //: Thinker
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action native state A_JumpIfHigherOrLower(state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = true, int ptr = AAPTR_TARGET);
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action native A_SetSpecies(name species, int ptr = AAPTR_DEFAULT);
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action native A_SetRipperLevel(int level);
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action native A_SetRipMin(int min);
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action native A_SetRipMax(int max);
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action native A_SetRipMin(int mininum);
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action native A_SetRipMax(int maximum);
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action native A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT);
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action native state A_CheckProximity(state jump, class<Actor> classname, float distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native state A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT);
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