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- added more casting kludges so that I can run some tests with Heretic's definitions.
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2 changed files with 35 additions and 16 deletions
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@ -824,17 +824,6 @@ inline PClass::MetaClass *PClass::GetClass() const
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return static_cast<MetaClass *>(DObject::GetClass());
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}
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// A class that hasn't had its parent class defined yet ---------------------
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class PClassWaitingForParent : public PClass
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{
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DECLARE_CLASS(PClassWaitingForParent, PClass);
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public:
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PClassWaitingForParent(FName myname, FName parentname);
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FName ParentName;
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};
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// Type tables --------------------------------------------------------------
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struct FTypeTable
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@ -3942,13 +3942,43 @@ FxExpression *FxVMFunctionCall::Resolve(FCompileContext& ctx)
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{
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for (unsigned i = 0; i < ArgList->Size(); i++)
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{
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// temporary hack to let strings get compiled as state. This will have to be done more intelligently.
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if (i+implicit < argtypes.Size() && argtypes[i+implicit] == TypeState && (*ArgList)[i]->isConstant() && static_cast<FxConstant*>((*ArgList)[i])->ValueType == TypeString)
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if ((*ArgList)[i]->isConstant())
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{
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if (i + implicit < argtypes.Size())
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{
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auto type = static_cast<FxConstant*>((*ArgList)[i])->ValueType;
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// temporary hack to add the casts which get used by the internal definitions
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if (argtypes[i + implicit] == TypeState && type == TypeString)
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{
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ScriptPosition.Message(MSG_WARNING, "Converting %s to state", static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetString());
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auto statenode = new FxMultiNameState(static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetString(), ScriptPosition);
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delete (*ArgList)[i];
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(*ArgList)[i] = statenode;
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}
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if (argtypes[i + implicit] == TypeSound && type == TypeString)
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{
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ScriptPosition.Message(MSG_WARNING, "Converting %s to sound", static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetString());
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auto statenode = new FxConstant(FSoundID(static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetString()), ScriptPosition);
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delete (*ArgList)[i];
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(*ArgList)[i] = statenode;
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}
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if (argtypes[i + implicit] == TypeSInt32 && type == TypeFloat64)
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{
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ScriptPosition.Message(MSG_WARNING, "Converting %f to int", static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetFloat());
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auto statenode = new FxConstant(static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetInt(), ScriptPosition);
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delete (*ArgList)[i];
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(*ArgList)[i] = statenode;
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}
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if (argtypes[i + implicit] == TypeFloat64 && type == TypeSInt32)
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{
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ScriptPosition.Message(MSG_WARNING, "Converting %d to float", static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetInt());
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auto statenode = new FxConstant(static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetFloat(), ScriptPosition);
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delete (*ArgList)[i];
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(*ArgList)[i] = statenode;
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}
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}
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}
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(*ArgList)[i] = (*ArgList)[i]->Resolve(ctx);
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if ((*ArgList)[i] == NULL) failed = true;
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}
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