gzdoom/src/scripting
Christoph Oelckers 135cfcf016 - implemented State as an actual native struct, so that its fields can be accessed from scripts.
- refactored state bitfield members into a flag word because the address of a bitfield cannot be taken, making such variables inaccessible to scripts.
- actually use PNativeStruct for representing native structs defined in a script.
2016-11-21 21:34:34 +01:00
..
codegeneration - implemented State as an actual native struct, so that its fields can be accessed from scripts. 2016-11-21 21:34:34 +01:00
decorate - implemented State as an actual native struct, so that its fields can be accessed from scripts. 2016-11-21 21:34:34 +01:00
vm - scriptified the scripted marines. 2016-11-21 19:09:58 +01:00
zscript - implemented State as an actual native struct, so that its fields can be accessed from scripts. 2016-11-21 21:34:34 +01:00
thingdef.cpp - allow functions in structs. This is needed for several internal data types like players, sectors, lines, etc. 2016-11-19 12:12:29 +01:00
thingdef.h - allow functions in structs. This is needed for several internal data types like players, sectors, lines, etc. 2016-11-19 12:12:29 +01:00
thingdef_data.cpp - implemented State as an actual native struct, so that its fields can be accessed from scripts. 2016-11-21 21:34:34 +01:00
thingdef_properties.cpp - added a 'DefaultStateUsage' property so that this setting can be properly set up for the classes that can inject states into other actors. 2016-11-14 18:31:12 +01:00