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3af9232fca
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness. - made 'out' variables work. - fixed virtual call handling for HandlePickup.
20 lines
821 B
C
20 lines
821 B
C
inline unsigned GetVirtualIndex(PClass *cls, const char *funcname)
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{
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// Look up the virtual function index in the defining class because this may have gotten overloaded in subclasses with something different than a virtual override.
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auto sym = dyn_cast<PFunction>(cls->Symbols.FindSymbol(funcname, false));
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assert(sym != nullptr);
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auto VIndex = sym->Variants[0].Implementation->VirtualIndex;
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return VIndex;
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}
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#define IFVIRTUALPTR(self, cls, funcname) \
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static unsigned VIndex = ~0u; \
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if (VIndex == ~0u) { \
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VIndex = GetVirtualIndex(RUNTIME_CLASS(cls), #funcname); \
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assert(VIndex != ~0u); \
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} \
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auto clss = self->GetClass(); \
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VMFunction *func = clss->Virtuals.Size() > VIndex? clss->Virtuals[VIndex] : nullptr; \
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if (func != nullptr)
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#define IFVIRTUAL(cls, funcname) IFVIRTUALPTR(this, cls, funcname)
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