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Add FxFloatCast
- The master branch really didn't have this already?
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2 changed files with 95 additions and 0 deletions
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@ -314,6 +314,25 @@ public:
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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 FxFloatCast : public FxExpression
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{
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FxExpression *basex;
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public:
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FxFloatCast(FxExpression *x);
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~FxFloatCast();
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FxExpression *Resolve(FCompileContext&);
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ExpVal EvalExpression (AActor *self);
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};
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//==========================================================================
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//
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// FxSign
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@ -446,6 +446,82 @@ ExpVal FxIntCast::EvalExpression (AActor *self)
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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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FxFloatCast::FxFloatCast(FxExpression *x)
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: FxExpression(x->ScriptPosition)
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{
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basex = x;
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ValueType = VAL_Float;
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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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FxFloatCast::~FxFloatCast()
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{
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SAFE_DELETE(basex);
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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 *FxFloatCast::Resolve(FCompileContext &ctx)
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{
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CHECKRESOLVED();
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SAFE_RESOLVE(basex, ctx);
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if (basex->ValueType == VAL_Float)
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{
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FxExpression *x = basex;
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basex = NULL;
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delete this;
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return x;
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}
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else if (basex->ValueType == VAL_Int)
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{
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if (basex->isConstant())
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{
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ExpVal constval = basex->EvalExpression(NULL);
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FxExpression *x = new FxConstant(constval.GetFloat(), 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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else
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{
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ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
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delete this;
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return NULL;
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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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ExpVal FxFloatCast::EvalExpression (AActor *self)
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{
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ExpVal baseval = basex->EvalExpression(self);
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baseval.Float = baseval.GetFloat();
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baseval.Type = VAL_Float;
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return baseval;
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}
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//==========================================================================
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//
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//
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