mirror of
https://github.com/ZDoom/gzdoom.git
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717 lines
19 KiB
C++
717 lines
19 KiB
C++
/*
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** thingdef_states.cpp
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**
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** Actor definitions - the state parser
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2007 Christoph Oelckers
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** Copyright 2004-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "actor.h"
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#include "info.h"
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#include "sc_man.h"
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#include "tarray.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "p_lnspec.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "v_palette.h"
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#include "doomerrors.h"
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#include "thingdef.h"
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#include "a_sharedglobal.h"
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#include "s_sound.h"
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#include "i_system.h"
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#include "colormatcher.h"
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#include "thingdef_exp.h"
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#include "version.h"
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#include "templates.h"
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TDeletingArray<FStateTempCall *> StateTempCalls;
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//==========================================================================
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//***
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// DoActionSpecials
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// handles action specials as code pointers
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//
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//==========================================================================
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FxVMFunctionCall *DoActionSpecials(FScanner &sc, FState & state, Baggage &bag)
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{
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int i;
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int min_args, max_args;
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FString specname = sc.String;
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int special = P_FindLineSpecial(sc.String, &min_args, &max_args);
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if (special > 0 && min_args >= 0)
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{
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FArgumentList *args = new FArgumentList;
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args->Push(new FxConstant(special, sc));
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i = 0;
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// Make this consistent with all other parameter parsing
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if (sc.CheckToken('('))
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{
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while (i < 5)
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{
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args->Push(new FxIntCast(ParseExpression(sc, bag.Info)));
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i++;
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if (!sc.CheckToken (',')) break;
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}
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sc.MustGetToken (')');
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}
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if (i < min_args)
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{
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sc.ScriptError ("Too few arguments to %s", specname.GetChars());
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}
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if (i > max_args)
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{
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sc.ScriptError ("Too many arguments to %s", specname.GetChars());
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}
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return new FxVMFunctionCall(FindGlobalActionFunction("A_CallSpecial"), args, sc);
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}
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return NULL;
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}
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//==========================================================================
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//***
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// Reads a state label that may contain '.'s.
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// processes a state block
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//
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//==========================================================================
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static FString ParseStateString(FScanner &sc)
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{
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FString statestring;
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sc.MustGetString();
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statestring = sc.String;
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if (sc.CheckString("::"))
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{
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sc.MustGetString ();
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statestring << "::" << sc.String;
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}
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while (sc.CheckString ("."))
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{
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sc.MustGetString ();
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statestring << "." << sc.String;
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}
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return statestring;
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}
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//==========================================================================
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//***
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// ParseStates
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// parses a state block
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//
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//==========================================================================
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void ParseStates(FScanner &sc, PClassActor * actor, AActor * defaults, Baggage &bag)
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{
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FString statestring;
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FState state;
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char lastsprite[5] = "";
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FStateTempCall *tcall = NULL;
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FArgumentList *args = NULL;
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sc.MustGetStringName ("{");
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sc.SetEscape(false); // disable escape sequences in the state parser
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while (!sc.CheckString ("}") && !sc.End)
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{
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memset(&state,0,sizeof(state));
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statestring = ParseStateString(sc);
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if (!statestring.CompareNoCase("GOTO"))
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{
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do_goto:
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statestring = ParseStateString(sc);
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if (sc.CheckString ("+"))
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{
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sc.MustGetNumber ();
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statestring += '+';
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statestring += sc.String;
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}
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if (!bag.statedef.SetGotoLabel(statestring))
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{
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sc.ScriptError("GOTO before first state");
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}
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}
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else if (!statestring.CompareNoCase("STOP"))
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{
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do_stop:
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if (!bag.statedef.SetStop())
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{
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sc.ScriptError("STOP before first state");
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continue;
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}
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}
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else if (!statestring.CompareNoCase("WAIT") || !statestring.CompareNoCase("FAIL"))
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{
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if (!bag.statedef.SetWait())
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{
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sc.ScriptError("%s before first state", sc.String);
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continue;
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}
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}
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else if (!statestring.CompareNoCase("LOOP"))
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{
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if (!bag.statedef.SetLoop())
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{
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sc.ScriptError("LOOP before first state");
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continue;
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}
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}
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else
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{
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sc.MustGetString();
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if (sc.Compare (":"))
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{
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do
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{
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bag.statedef.AddStateLabel(statestring);
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statestring = ParseStateString(sc);
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if (!statestring.CompareNoCase("GOTO"))
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{
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goto do_goto;
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}
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else if (!statestring.CompareNoCase("STOP"))
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{
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goto do_stop;
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}
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sc.MustGetString ();
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} while (sc.Compare (":"));
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// continue;
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}
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sc.UnGet ();
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if (statestring.Len() != 4)
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{
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sc.ScriptError ("Sprite names must be exactly 4 characters\n");
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}
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state.sprite = GetSpriteIndex(statestring);
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state.Misc1 = state.Misc2 = 0;
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sc.MustGetString();
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statestring = sc.String;
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if (tcall == NULL)
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{
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tcall = new FStateTempCall;
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}
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if (sc.CheckString("RANDOM"))
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{
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int min, max;
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sc.MustGetStringName("(");
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sc.MustGetNumber();
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min = clamp<int>(sc.Number, -1, SHRT_MAX);
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sc.MustGetStringName(",");
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sc.MustGetNumber();
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max = clamp<int>(sc.Number, -1, SHRT_MAX);
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sc.MustGetStringName(")");
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if (min > max)
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{
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swapvalues(min, max);
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}
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state.Tics = min;
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state.TicRange = max - min;
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}
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else
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{
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sc.MustGetNumber();
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state.Tics = clamp<int>(sc.Number, -1, SHRT_MAX);
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state.TicRange = 0;
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}
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while (sc.GetString() && (!sc.Crossed || sc.Compare("{")))
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{
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if (sc.Compare("BRIGHT"))
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{
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state.Fullbright = true;
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continue;
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}
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if (sc.Compare("FAST"))
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{
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state.Fast = true;
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continue;
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}
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if (sc.Compare("SLOW"))
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{
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state.Slow = true;
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continue;
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}
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if (sc.Compare("NODELAY"))
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{
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if (bag.statedef.GetStateLabelIndex(NAME_Spawn) == bag.statedef.GetStateCount())
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{
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state.NoDelay = true;
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}
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else
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{
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sc.ScriptMessage("NODELAY may only be used immediately after Spawn:");
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}
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continue;
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}
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if (sc.Compare("OFFSET"))
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{
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// specify a weapon offset
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sc.MustGetStringName("(");
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sc.MustGetNumber();
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state.Misc1 = sc.Number;
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sc.MustGetStringName (",");
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sc.MustGetNumber();
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state.Misc2 = sc.Number;
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sc.MustGetStringName(")");
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continue;
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}
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if (sc.Compare("LIGHT"))
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{
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sc.MustGetStringName("(");
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do
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{
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sc.MustGetString();
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#ifdef DYNLIGHT
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AddStateLight(&state, sc.String);
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#endif
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}
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while (sc.CheckString(","));
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sc.MustGetStringName(")");
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continue;
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}
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if (sc.Compare("CANRAISE"))
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{
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state.CanRaise = true;
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continue;
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}
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bool hasfinalret;
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tcall->Code = ParseActions(sc, state, statestring, bag, tcall->Proto, hasfinalret);
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if (!hasfinalret)
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{
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AddImplicitReturn(static_cast<FxSequence*>(tcall->Code), tcall->Proto, sc);
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}
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goto endofstate;
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}
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sc.UnGet();
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endofstate:
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int count = bag.statedef.AddStates(&state, statestring);
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if (count < 0)
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{
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sc.ScriptError ("Invalid frame character string '%s'", statestring.GetChars());
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count = -count;
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}
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if (tcall->Code != NULL)
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{
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tcall->ActorClass = actor;
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tcall->FirstState = bag.statedef.GetStateCount() - count;
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tcall->NumStates = count;
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StateTempCalls.Push(tcall);
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tcall = NULL;
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}
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}
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}
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if (tcall != NULL)
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{
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delete tcall;
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}
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if (args != NULL)
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{
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delete args;
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}
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sc.SetEscape(true); // re-enable escape sequences
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}
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//==========================================================================
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//
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// AddImplicitReturn
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//
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// Adds an implied return; statement to the end of a code sequence.
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//
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//==========================================================================
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void AddImplicitReturn(FxSequence *code, const PPrototype *proto, FScanner &sc)
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{
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if (code == NULL)
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{
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return;
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}
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if (proto == NULL || proto->ReturnTypes.Size() == 0)
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{ // Returns nothing. Good. We can safely add an implied return.
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code->Add(new FxReturnStatement(NULL, sc));
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}
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else
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{ // Something was returned earlier in the sequence. Make it an error
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// instead of adding an implicit one.
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sc.ScriptError("Not all paths return a value");
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}
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}
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//==========================================================================
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//
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// ReturnCheck
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//
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// If proto1 is NULL, returns proto2. If proto2 is NULL, returns proto1.
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// If neither is null, checks if both prototypes define the same return
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// types. If not, an error is flagged.
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//
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//==========================================================================
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static PPrototype *ReturnCheck(PPrototype *proto1, PPrototype *proto2, FScanner &sc)
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{
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if (proto1 == NULL)
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{
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return proto2;
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}
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if (proto2 == NULL)
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{
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return proto1;
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}
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// A prototype that defines fewer return types can be compatible with
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// one that defines more if the shorter one matches the initial types
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// for the longer one.
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if (proto2->ReturnTypes.Size() < proto1->ReturnTypes.Size())
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{ // Make proto1 the shorter one to avoid code duplication below.
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swapvalues(proto1, proto2);
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}
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// If one prototype returns nothing, they both must.
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if (proto1->ReturnTypes.Size() == 0)
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{
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if (proto2->ReturnTypes.Size() == 0)
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{
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return proto1;
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}
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proto1 = NULL;
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}
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else
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{
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for (unsigned i = 0; i < proto1->ReturnTypes.Size(); ++i)
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{
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if (proto1->ReturnTypes[i] != proto2->ReturnTypes[i])
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{ // Incompatible
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proto1 = NULL;
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break;
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}
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}
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}
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if (proto1 == NULL)
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{
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sc.ScriptError("Return types are incompatible");
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}
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return proto1;
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}
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//==========================================================================
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//
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// ParseActions
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//
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// If this action block contains any return statements, the prototype for
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// one of them will be returned. This is used for deducing the return type
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// of anonymous functions. All called functions passed to return must have
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// matching return types.
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//
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//==========================================================================
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static FxExpression *ParseIf(FScanner &sc, FState state, FString statestring, Baggage &bag,
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PPrototype *&retproto, bool &lastwasret)
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{
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FxExpression *add, *cond;
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FxExpression *true_part, *false_part = NULL;
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PPrototype *true_proto, *false_proto = NULL;
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bool true_ret, false_ret = false;
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sc.MustGetStringName("(");
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cond = ParseExpression(sc, bag.Info);
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sc.MustGetStringName(")");
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sc.MustGetStringName("{"); // braces are mandatory
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true_part = ParseActions(sc, state, statestring, bag, true_proto, true_ret);
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sc.MustGetString();
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if (sc.Compare("else"))
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{
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if (sc.CheckString("if"))
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{
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false_part = ParseIf(sc, state, statestring, bag, false_proto, false_ret);
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}
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else
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{
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sc.MustGetStringName("{"); // braces are still mandatory
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false_part = ParseActions(sc, state, statestring, bag, false_proto, false_ret);
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sc.MustGetString();
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}
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}
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add = new FxIfStatement(cond, true_part, false_part, sc);
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retproto = ReturnCheck(retproto, true_proto, sc);
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retproto = ReturnCheck(retproto, false_proto, sc);
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// If one side does not end with a return, we don't consider the if statement
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// to end with a return. If the else case is missing, it can never be considered
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// as ending with a return.
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if (true_ret && false_ret)
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{
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lastwasret = true;
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}
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return add;
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}
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FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag,
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PPrototype *&retproto, bool &endswithret)
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{
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// If it's not a '{', then it should be a single action.
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// Otherwise, it's a sequence of actions.
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if (!sc.Compare("{"))
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{
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FxVMFunctionCall *call = ParseAction(sc, state, statestring, bag);
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retproto = call->GetVMFunction()->Proto;
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endswithret = true;
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return new FxReturnStatement(call, sc);
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}
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const FScriptPosition pos(sc);
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FxSequence *seq = NULL;
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PPrototype *proto = NULL;
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bool lastwasret = false;
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sc.MustGetString();
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while (!sc.Compare("}"))
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{
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FxExpression *add;
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lastwasret = false;
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if (sc.Compare("if"))
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{ // Hangle an if statement
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add = ParseIf(sc, state, statestring, bag, proto, lastwasret);
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}
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else if (sc.Compare("return"))
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{ // Handle a return statement
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lastwasret = true;
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FxVMFunctionCall *retexp = NULL;
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PPrototype *retproto;
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sc.MustGetString();
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if (!sc.Compare(";"))
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{
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retexp = ParseAction(sc, state, statestring, bag);
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sc.MustGetStringName(";");
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retproto = retexp->GetVMFunction()->Proto;
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}
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else
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{ // Returning nothing; we still need a prototype for that.
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TArray<PType *> notypes(0);
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retproto = NewPrototype(notypes, notypes);
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}
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proto = ReturnCheck(proto, retproto, sc);
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sc.MustGetString();
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add = new FxReturnStatement(retexp, sc);
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}
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else
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{ // Handle a regular action function call
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add = ParseAction(sc, state, statestring, bag);
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sc.MustGetStringName(";");
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sc.MustGetString();
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}
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// Only return a sequence if it has actual content.
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if (add != NULL)
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{
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if (seq == NULL)
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{
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seq = new FxSequence(pos);
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}
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seq->Add(add);
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}
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}
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endswithret = lastwasret;
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retproto = proto;
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return seq;
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}
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//==========================================================================
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//
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// ParseAction
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//
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//==========================================================================
|
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FxVMFunctionCall *ParseAction(FScanner &sc, FState state, FString statestring, Baggage &bag)
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|
{
|
|
FxVMFunctionCall *call;
|
|
|
|
// Make the action name lowercase
|
|
strlwr (sc.String);
|
|
|
|
call = DoActionSpecials(sc, state, bag);
|
|
if (call != NULL)
|
|
{
|
|
return call;
|
|
}
|
|
|
|
FName symname = FName(sc.String, true);
|
|
symname = CheckCastKludges(symname);
|
|
PFunction *afd = dyn_cast<PFunction>(bag.Info->Symbols.FindSymbol(symname, true));
|
|
if (afd != NULL)
|
|
{
|
|
FArgumentList *args = new FArgumentList;
|
|
ParseFunctionParameters(sc, bag.Info, *args, afd, statestring, &bag.statedef);
|
|
call = new FxVMFunctionCall(afd, args->Size() > 0 ? args : NULL, sc);
|
|
if (args->Size() == 0)
|
|
{
|
|
delete args;
|
|
}
|
|
return call;
|
|
}
|
|
sc.ScriptError("Invalid parameter '%s'\n", sc.String);
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ParseFunctionParameters
|
|
//
|
|
// Parses the parameters for a VM function. Called by both ParseStates
|
|
// (which will set statestring and statedef) and by ParseExpression0 (which
|
|
// will not set them). The first token returned by the scanner when entering
|
|
// this function should be '('.
|
|
//
|
|
//==========================================================================
|
|
|
|
void ParseFunctionParameters(FScanner &sc, PClassActor *cls, TArray<FxExpression *> &out_params,
|
|
PFunction *afd, FString statestring, FStateDefinitions *statedef)
|
|
{
|
|
const TArray<PType *> ¶ms = afd->Variants[0].Implementation->Proto->ArgumentTypes;
|
|
const TArray<DWORD> ¶mflags = afd->Variants[0].ArgFlags;
|
|
int numparams = (int)params.Size();
|
|
int pnum = 0;
|
|
bool zeroparm;
|
|
|
|
if (afd->Flags & VARF_Method)
|
|
{
|
|
numparams--;
|
|
pnum++;
|
|
}
|
|
if (afd->Flags & VARF_Action)
|
|
{
|
|
numparams -= 2;
|
|
pnum += 2;
|
|
}
|
|
assert(numparams >= 0);
|
|
zeroparm = numparams == 0;
|
|
if (numparams > 0 && !(paramflags[pnum] & VARF_Optional))
|
|
{
|
|
sc.MustGetStringName("(");
|
|
}
|
|
else
|
|
{
|
|
if (!sc.CheckString("("))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
while (numparams > 0)
|
|
{
|
|
FxExpression *x;
|
|
if (statedef != NULL && params[pnum] == TypeState && sc.CheckNumber())
|
|
{
|
|
// Special case: State label as an offset
|
|
if (sc.Number > 0 && statestring.Len() > 1)
|
|
{
|
|
sc.ScriptError("You cannot use state jumps commands with a jump offset on multistate definitions\n");
|
|
}
|
|
|
|
int v = sc.Number;
|
|
if (v < 0)
|
|
{
|
|
sc.ScriptError("Negative jump offsets are not allowed");
|
|
}
|
|
|
|
if (v > 0)
|
|
{
|
|
x = new FxStateByIndex(statedef->GetStateCount() + v, sc);
|
|
}
|
|
else
|
|
{
|
|
x = new FxConstant((FState*)NULL, sc);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Use the generic parameter parser for everything else
|
|
x = ParseParameter(sc, cls, params[pnum], false);
|
|
}
|
|
out_params.Push(x);
|
|
pnum++;
|
|
numparams--;
|
|
if (numparams > 0)
|
|
{
|
|
if (params[pnum] == NULL)
|
|
{ // varargs function
|
|
if (sc.CheckString(")"))
|
|
{
|
|
return;
|
|
}
|
|
pnum--;
|
|
numparams++;
|
|
}
|
|
else if ((paramflags[pnum] & VARF_Optional) && sc.CheckString(")"))
|
|
{
|
|
return;
|
|
}
|
|
sc.MustGetStringName (",");
|
|
}
|
|
}
|
|
if (zeroparm)
|
|
{
|
|
if (!sc.CheckString(")"))
|
|
{
|
|
sc.ScriptError("You cannot pass parameters to '%s'\n", afd->SymbolName.GetChars());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetStringName(")");
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CheckCastKludges
|
|
//
|
|
//==========================================================================
|
|
|
|
FName CheckCastKludges(FName in)
|
|
{
|
|
switch (in)
|
|
{
|
|
case NAME_Int:
|
|
return NAME___decorate_internal_int__;
|
|
case NAME_Bool:
|
|
return NAME___decorate_internal_bool__;
|
|
case NAME_State:
|
|
return NAME___decorate_internal_state__;
|
|
default:
|
|
return in;
|
|
}
|
|
}
|