mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
- allow defining native fields through scripts. Internally this only requires exporting the address, but not the entire field.
- added new VARF_Transient flag so that the decision whether to serialize a field does not depend solely on its native status. It may actually make a lot of sense to use the auto-serializer for native fields, too, as this would eliminate a lot of maintenance code. - defined (u)int8/16 as aliases to the byte and short types (Can't we not just get rid of this naming convention already...?) - exporting the fields of Actor revealed a few name clashes between them and some global types, so Actor.Sector was renamed to CurSector and Actor.Inventory was renamed to Actor.Inv.
This commit is contained in:
parent
ab5c11064a
commit
980c986305
22 changed files with 520 additions and 202 deletions
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@ -53,7 +53,7 @@
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// for initialized read-only data.)
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#pragma comment(linker, "/merge:.areg=.rdata /merge:.creg=.rdata /merge:.greg=.rdata")
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#pragma comment(linker, "/merge:.yreg=.rdata")
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#pragma comment(linker, "/merge:.yreg=.rdata /merge:.freg=.rdata")
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#pragma section(".areg$a",read)
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__declspec(allocate(".areg$a")) void *const ARegHead = 0;
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@ -64,6 +64,9 @@ __declspec(allocate(".creg$a")) void *const CRegHead = 0;
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#pragma section(".greg$a",read)
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__declspec(allocate(".greg$a")) void *const GRegHead = 0;
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#pragma section(".freg$a",read)
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__declspec(allocate(".freg$a")) void *const FRegHead = 0;
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#pragma section(".yreg$a",read)
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__declspec(allocate(".yreg$a")) void *const YRegHead = 0;
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@ -97,6 +100,7 @@ __declspec(allocate(".yreg$a")) void *const YRegHead = 0;
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void *const ARegHead __attribute__((section(SECTION_AREG))) = 0;
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void *const CRegHead __attribute__((section(SECTION_CREG))) = 0;
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void *const FRegHead __attribute__((section(SECTION_FREG))) = 0;
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void *const GRegHead __attribute__((section(SECTION_GREG))) = 0;
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void *const YRegHead __attribute__((section(SECTION_YREG))) = 0;
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@ -49,6 +49,10 @@ extern REGINFO ARegTail;
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extern REGINFO CRegHead;
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extern REGINFO CRegTail;
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// List of class fields
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extern REGINFO FRegHead;
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extern REGINFO FRegTail;
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// List of properties
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extern REGINFO GRegHead;
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extern REGINFO GRegTail;
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@ -613,8 +613,8 @@ void PType::StaticInit()
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TypeVector3->AddField(NAME_X, TypeFloat64);
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TypeVector3->AddField(NAME_Y, TypeFloat64);
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TypeVector3->AddField(NAME_Z, TypeFloat64);
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// allow accessing xy as a vector2. This is marked native because it's not supposed to be serialized.
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TypeVector3->Symbols.AddSymbol(new PField(NAME_XY, TypeVector2, VARF_Native, 0));
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// allow accessing xy as a vector2. This is not supposed to be serialized so it's marked transient
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TypeVector3->Symbols.AddSymbol(new PField(NAME_XY, TypeVector2, VARF_Transient, 0));
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TypeTable.AddType(TypeVector3);
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TypeVector3->loadOp = OP_LV3;
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TypeVector3->storeOp = OP_SV3;
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@ -2240,7 +2240,7 @@ void PStruct::SetDefaultValue(void *base, unsigned offset, TArray<FTypeAndOffset
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{
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for (const PField *field : Fields)
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{
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if (!(field->Flags & VARF_Native))
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if (!(field->Flags & VARF_Transient))
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{
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field->Type->SetDefaultValue(base, unsigned(offset + field->Offset), special);
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}
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@ -2257,7 +2257,7 @@ void PStruct::SetPointer(void *base, unsigned offset, TArray<size_t> *special) c
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{
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for (const PField *field : Fields)
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{
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if (!(field->Flags & VARF_Native))
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if (!(field->Flags & VARF_Transient))
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{
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field->Type->SetPointer(base, unsigned(offset + field->Offset), special);
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}
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@ -2307,8 +2307,8 @@ void PStruct::WriteFields(FSerializer &ar, const void *addr, const TArray<PField
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for (unsigned i = 0; i < fields.Size(); ++i)
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{
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const PField *field = fields[i];
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// Skip fields with native serialization
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if (!(field->Flags & VARF_Native))
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// Skip fields without or with native serialization
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if (!(field->Flags & VARF_Transient))
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{
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field->Type->WriteValue(ar, field->SymbolName.GetChars(), (const BYTE *)addr + field->Offset);
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}
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@ -2394,7 +2394,7 @@ PField *PStruct::AddField(FName name, PType *type, DWORD flags)
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PField *PStruct::AddNativeField(FName name, PType *type, size_t address, DWORD flags, int bitvalue)
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{
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PField *field = new PField(name, type, flags|VARF_Native, address, bitvalue);
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PField *field = new PField(name, type, flags|VARF_Native|VARF_Transient, address, bitvalue);
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if (Symbols.AddSymbol(field) == nullptr)
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{ // name is already in use
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@ -2495,8 +2495,7 @@ PField::PField()
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PField::PField(FName name, PType *type, DWORD flags, size_t offset, int bitvalue)
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: PSymbol(name), Offset(offset), Type(type), Flags(flags)
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{
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BitValue = bitvalue;
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if (bitvalue != -1)
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if (bitvalue != 0)
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{
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BitValue = 0;
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unsigned val = bitvalue;
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@ -2519,6 +2518,7 @@ PField::PField(FName name, PType *type, DWORD flags, size_t offset, int bitvalue
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I_FatalError("Trying to create an invalid bit field element: %s", name.GetChars());
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}
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}
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else BitValue = -1;
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}
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/* PPrototype *************************************************************/
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@ -2692,10 +2692,10 @@ static void RecurseWriteFields(const PClass *type, FSerializer &ar, const void *
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if (type != NULL)
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{
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RecurseWriteFields(type->ParentClass, ar, addr);
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// Don't write this part if it has no non-native variables
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// Don't write this part if it has no non-transient variables
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for (unsigned i = 0; i < type->Fields.Size(); ++i)
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{
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if (!(type->Fields[i]->Flags & VARF_Native))
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if (!(type->Fields[i]->Flags & VARF_Transient))
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{
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// Tag this section with the class it came from in case
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// a more-derived class has variables that shadow a less-
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@ -19,7 +19,7 @@ enum
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VARF_Optional = (1<<0), // func param is optional
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VARF_Method = (1<<1), // func has an implied self parameter
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VARF_Action = (1<<2), // func has implied owner and state parameters
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VARF_Native = (1<<3), // func is native code/don't auto serialize field
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VARF_Native = (1<<3), // func is native code, field is natively defined
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VARF_ReadOnly = (1<<4), // field is read only, do not write to it
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VARF_Private = (1<<5), // field is private to containing class
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VARF_Protected = (1<<6), // field is only accessible by containing class and children.
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VARF_InternalAccess = (1<<14), // overrides VARF_ReadOnly for internal script code.
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VARF_Override = (1<<15), // overrides a virtual function from the parent class.
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VARF_Ref = (1<<16), // argument is passed by reference.
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VARF_Transient = (1<<17) // don't auto serialize field.
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};
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// Symbol information -------------------------------------------------------
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@ -610,7 +611,7 @@ class PField : public PSymbol
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DECLARE_CLASS(PField, PSymbol);
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HAS_OBJECT_POINTERS
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public:
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PField(FName name, PType *type, DWORD flags = 0, size_t offset = 0, int bitvalue = -1);
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PField(FName name, PType *type, DWORD flags = 0, size_t offset = 0, int bitvalue = 0);
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size_t Offset;
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PType *Type;
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@ -700,7 +701,7 @@ public:
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bool HasNativeFields;
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virtual PField *AddField(FName name, PType *type, DWORD flags=0);
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virtual PField *AddNativeField(FName name, PType *type, size_t address, DWORD flags = 0, int bitvalue = -1);
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virtual PField *AddNativeField(FName name, PType *type, size_t address, DWORD flags = 0, int bitvalue = 0);
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size_t PropagateMark();
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@ -695,6 +695,10 @@ xx(uShort)
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xx(Int)
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xx(uInt)
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xx(Bool)
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xx(uint8)
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xx(int8)
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xx(uint16)
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xx(int16)
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xx(Float)
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xx(Float32)
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xx(Float64)
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317
src/p_mobj.cpp
317
src/p_mobj.cpp
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@ -156,171 +156,166 @@ AActor::~AActor ()
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extern FFlagDef InternalActorFlagDefs[];
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extern FFlagDef ActorFlagDefs[];
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DEFINE_FIELD(AActor, player)
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DEFINE_FIELD_NAMED(AActor, __Pos, pos)
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DEFINE_FIELD_NAMED(AActor, __Pos.X, x)
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DEFINE_FIELD_NAMED(AActor, __Pos.Y, y)
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DEFINE_FIELD_NAMED(AActor, __Pos.Z, z)
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DEFINE_FIELD(AActor, Prev)
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DEFINE_FIELD(AActor, SpriteAngle)
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DEFINE_FIELD(AActor, SpriteRotation)
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DEFINE_FIELD(AActor, VisibleStartAngle)
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DEFINE_FIELD(AActor, VisibleStartPitch)
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DEFINE_FIELD(AActor, VisibleEndAngle)
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DEFINE_FIELD(AActor, VisibleEndPitch)
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DEFINE_FIELD_NAMED(AActor, Angles.Yaw, angle)
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DEFINE_FIELD_NAMED(AActor, Angles.Pitch, pitch)
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DEFINE_FIELD_NAMED(AActor, Angles.Roll, roll)
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DEFINE_FIELD(AActor, Vel)
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DEFINE_FIELD_NAMED(AActor, Vel.X, velx)
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DEFINE_FIELD_NAMED(AActor, Vel.Y, vely)
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DEFINE_FIELD_NAMED(AActor, Vel.Z, velz)
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DEFINE_FIELD_NAMED(AActor, Vel.X, momx)
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DEFINE_FIELD_NAMED(AActor, Vel.Y, momy)
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DEFINE_FIELD_NAMED(AActor, Vel.Z, momz)
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DEFINE_FIELD(AActor, Speed)
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DEFINE_FIELD(AActor, FloatSpeed)
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DEFINE_FIELD(AActor, sprite)
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DEFINE_FIELD(AActor, frame)
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DEFINE_FIELD(AActor, Scale)
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DEFINE_FIELD_NAMED(AActor, Scale.X, scalex)
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DEFINE_FIELD_NAMED(AActor, Scale.Y, scaley)
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DEFINE_FIELD(AActor, RenderStyle)
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DEFINE_FIELD(AActor, picnum)
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DEFINE_FIELD(AActor, Alpha)
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DEFINE_FIELD(AActor, fillcolor)
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DEFINE_FIELD_NAMED(AActor, Sector, CurSector) // clashes with type 'sector'.
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DEFINE_FIELD(AActor, subsector)
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DEFINE_FIELD(AActor, ceilingz)
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DEFINE_FIELD(AActor, floorz)
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DEFINE_FIELD(AActor, dropoffz)
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DEFINE_FIELD(AActor, floorsector)
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DEFINE_FIELD(AActor, floorpic)
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DEFINE_FIELD(AActor, floorterrain)
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DEFINE_FIELD(AActor, ceilingsector)
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DEFINE_FIELD(AActor, ceilingpic)
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DEFINE_FIELD(AActor, Height)
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DEFINE_FIELD(AActor, radius)
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DEFINE_FIELD(AActor, projectilepassheight)
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DEFINE_FIELD(AActor, tics)
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DEFINE_FIELD_NAMED(AActor, state, curstate) // clashes with type 'state'.
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DEFINE_FIELD_NAMED(AActor, DamageVal, Damage) // name differs for historic reasons
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DEFINE_FIELD(AActor, projectileKickback)
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DEFINE_FIELD(AActor, VisibleToTeam)
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DEFINE_FIELD(AActor, special1)
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DEFINE_FIELD(AActor, special2)
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DEFINE_FIELD(AActor, specialf1)
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DEFINE_FIELD(AActor, specialf2)
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DEFINE_FIELD(AActor, weaponspecial)
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DEFINE_FIELD(AActor, health)
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DEFINE_FIELD(AActor, movedir)
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DEFINE_FIELD(AActor, visdir)
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DEFINE_FIELD(AActor, movecount)
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DEFINE_FIELD(AActor, strafecount)
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DEFINE_FIELD(AActor, target)
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DEFINE_FIELD(AActor, master)
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DEFINE_FIELD(AActor, tracer)
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DEFINE_FIELD(AActor, LastHeard)
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DEFINE_FIELD(AActor, lastenemy)
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DEFINE_FIELD(AActor, LastLookActor)
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DEFINE_FIELD(AActor, reactiontime)
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DEFINE_FIELD(AActor, threshold)
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DEFINE_FIELD(AActor, DefThreshold)
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DEFINE_FIELD(AActor, SpawnPoint)
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DEFINE_FIELD(AActor, SpawnAngle)
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DEFINE_FIELD(AActor, StartHealth)
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DEFINE_FIELD(AActor, WeaveIndexXY)
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DEFINE_FIELD(AActor, WeaveIndexZ)
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DEFINE_FIELD(AActor, skillrespawncount)
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DEFINE_FIELD(AActor, args)
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DEFINE_FIELD(AActor, Mass)
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DEFINE_FIELD(AActor, special)
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DEFINE_FIELD(AActor, tid)
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DEFINE_FIELD(AActor, TIDtoHate)
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DEFINE_FIELD(AActor, waterlevel)
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DEFINE_FIELD(AActor, Score)
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DEFINE_FIELD(AActor, accuracy)
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DEFINE_FIELD(AActor, stamina)
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DEFINE_FIELD(AActor, meleerange)
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DEFINE_FIELD(AActor, PainThreshold)
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DEFINE_FIELD(AActor, Gravity)
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DEFINE_FIELD(AActor, Floorclip)
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DEFINE_FIELD(AActor, DamageType)
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DEFINE_FIELD(AActor, DamageTypeReceived)
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DEFINE_FIELD(AActor, FloatBobPhase)
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DEFINE_FIELD(AActor, RipperLevel)
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DEFINE_FIELD(AActor, RipLevelMin)
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DEFINE_FIELD(AActor, RipLevelMax)
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DEFINE_FIELD(AActor, Species)
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DEFINE_FIELD(AActor, alternative)
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DEFINE_FIELD(AActor, goal)
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DEFINE_FIELD(AActor, MinMissileChance)
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DEFINE_FIELD(AActor, LastLookPlayerNumber)
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DEFINE_FIELD(AActor, SpawnFlags)
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DEFINE_FIELD(AActor, meleethreshold)
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DEFINE_FIELD(AActor, maxtargetrange)
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DEFINE_FIELD(AActor, bouncefactor)
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DEFINE_FIELD(AActor, wallbouncefactor)
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DEFINE_FIELD(AActor, bouncecount)
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DEFINE_FIELD(AActor, Friction)
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DEFINE_FIELD(AActor, FastChaseStrafeCount)
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DEFINE_FIELD(AActor, pushfactor)
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DEFINE_FIELD(AActor, lastpush)
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DEFINE_FIELD(AActor, activationtype)
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DEFINE_FIELD(AActor, lastbump)
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DEFINE_FIELD(AActor, DesignatedTeam)
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DEFINE_FIELD(AActor, BlockingMobj)
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DEFINE_FIELD(AActor, BlockingLine)
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DEFINE_FIELD(AActor, PoisonDamage)
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DEFINE_FIELD(AActor, PoisonDamageType)
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DEFINE_FIELD(AActor, PoisonDuration)
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DEFINE_FIELD(AActor, PoisonPeriod)
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DEFINE_FIELD(AActor, PoisonDamageReceived)
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DEFINE_FIELD(AActor, PoisonDamageTypeReceived)
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DEFINE_FIELD(AActor, PoisonDurationReceived)
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DEFINE_FIELD(AActor, PoisonPeriodReceived)
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DEFINE_FIELD(AActor, Poisoner)
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DEFINE_FIELD_NAMED(AActor, Inventory, Inv) // clashes with type 'Inventory'.
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DEFINE_FIELD(AActor, smokecounter)
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DEFINE_FIELD(AActor, FriendPlayer)
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DEFINE_FIELD(AActor, Translation)
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DEFINE_FIELD(AActor, AttackSound)
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DEFINE_FIELD(AActor, DeathSound)
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DEFINE_FIELD(AActor, SeeSound)
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DEFINE_FIELD(AActor, PainSound)
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DEFINE_FIELD(AActor, ActiveSound)
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DEFINE_FIELD(AActor, UseSound)
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DEFINE_FIELD(AActor, BounceSound)
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DEFINE_FIELD(AActor, WallBounceSound)
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DEFINE_FIELD(AActor, CrushPainSound)
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DEFINE_FIELD(AActor, MaxDropOffHeight)
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DEFINE_FIELD(AActor, MaxStepHeight)
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DEFINE_FIELD(AActor, PainChance)
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DEFINE_FIELD(AActor, PainType)
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DEFINE_FIELD(AActor, DeathType)
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DEFINE_FIELD(AActor, DamageFactor)
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DEFINE_FIELD(AActor, DamageMultiply)
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DEFINE_FIELD(AActor, TeleFogSourceType)
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DEFINE_FIELD(AActor, TeleFogDestType)
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DEFINE_FIELD(AActor, SpawnState)
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DEFINE_FIELD(AActor, SeeState)
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DEFINE_FIELD(AActor, MeleeState)
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DEFINE_FIELD(AActor, MissileState)
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DEFINE_FIELD(AActor, ConversationRoot)
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DEFINE_FIELD(AActor, Conversation)
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DEFINE_FIELD(AActor, DecalGenerator)
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void AActor::InitNativeFields()
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{
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PType *TypeActor = NewPointer(RUNTIME_CLASS(AActor));
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PType *TypeActorClass = NewClassPointer(RUNTIME_CLASS(AActor));
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PType *TypeInventory = NewPointer(RUNTIME_CLASS(AInventory));
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PType *TypePlayer = NewPointer(NewNativeStruct("Player", nullptr));
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auto TypeSector = NewPointer(NewNativeStruct("Sector", nullptr));
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PType *array5 = NewArray(TypeSInt32, 5);
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auto meta = RUNTIME_CLASS(AActor);
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meta->AddNativeField("Player", TypePlayer, myoffsetof(AActor, player));
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meta->AddNativeField("Pos", TypeVector3, myoffsetof(AActor, __Pos), VARF_ReadOnly);
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meta->AddNativeField(NAME_X, TypeFloat64, myoffsetof(AActor, __Pos.X), VARF_ReadOnly | VARF_Deprecated); // must remain read-only!
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meta->AddNativeField(NAME_Y, TypeFloat64, myoffsetof(AActor, __Pos.Y), VARF_ReadOnly | VARF_Deprecated); // must remain read-only!
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meta->AddNativeField(NAME_Z, TypeFloat64, myoffsetof(AActor, __Pos.Z), VARF_ReadOnly | VARF_Deprecated); // must remain read-only!
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meta->AddNativeField("Prev", TypeVector3, myoffsetof(AActor, Prev));
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meta->AddNativeField("spriteAngle", TypeFloat64, myoffsetof(AActor, SpriteAngle));
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meta->AddNativeField("spriteRotation", TypeFloat64, myoffsetof(AActor, SpriteRotation));
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meta->AddNativeField(NAME_VisibleStartAngle, TypeFloat64, myoffsetof(AActor, VisibleStartAngle));
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meta->AddNativeField(NAME_VisibleStartPitch, TypeFloat64, myoffsetof(AActor, VisibleStartPitch));
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meta->AddNativeField(NAME_VisibleEndAngle, TypeFloat64, myoffsetof(AActor, VisibleEndAngle));
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meta->AddNativeField(NAME_VisibleEndPitch, TypeFloat64, myoffsetof(AActor, VisibleEndPitch));
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meta->AddNativeField(NAME_Angle, TypeFloat64, myoffsetof(AActor, Angles.Yaw));
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meta->AddNativeField(NAME_Pitch, TypeFloat64, myoffsetof(AActor, Angles.Pitch));
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meta->AddNativeField(NAME_Roll, TypeFloat64, myoffsetof(AActor, Angles.Roll));
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meta->AddNativeField("Vel", TypeVector3, myoffsetof(AActor, Vel));
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meta->AddNativeField(NAME_VelX, TypeFloat64, myoffsetof(AActor, Vel.X), VARF_ReadOnly | VARF_Deprecated);
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meta->AddNativeField(NAME_VelY, TypeFloat64, myoffsetof(AActor, Vel.Y), VARF_ReadOnly | VARF_Deprecated);
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meta->AddNativeField(NAME_VelZ, TypeFloat64, myoffsetof(AActor, Vel.Z), VARF_ReadOnly | VARF_Deprecated);
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meta->AddNativeField(NAME_MomX, TypeFloat64, myoffsetof(AActor, Vel.X), VARF_ReadOnly | VARF_Deprecated);
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meta->AddNativeField(NAME_MomY, TypeFloat64, myoffsetof(AActor, Vel.Y), VARF_ReadOnly | VARF_Deprecated);
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meta->AddNativeField(NAME_MomZ, TypeFloat64, myoffsetof(AActor, Vel.Z), VARF_ReadOnly | VARF_Deprecated);
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meta->AddNativeField(NAME_Speed, TypeFloat64, myoffsetof(AActor, Speed));
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meta->AddNativeField("FloatSpeed", TypeFloat64, myoffsetof(AActor, FloatSpeed));
|
||||
meta->AddNativeField("sprite", TypeSpriteID, myoffsetof(AActor, sprite));
|
||||
meta->AddNativeField("frame", TypeUInt8, myoffsetof(AActor, frame));
|
||||
meta->AddNativeField("Scale", TypeVector2, myoffsetof(AActor, Scale));
|
||||
meta->AddNativeField(NAME_ScaleX, TypeFloat64, myoffsetof(AActor, Scale.X), VARF_Deprecated);
|
||||
meta->AddNativeField(NAME_ScaleY, TypeFloat64, myoffsetof(AActor, Scale.Y), VARF_Deprecated);
|
||||
//FRenderStyle RenderStyle; // how do we expose this?
|
||||
meta->AddNativeField("picnum", TypeSInt32, myoffsetof(AActor, picnum)); // Do we need a variable type 'texture' to do this?
|
||||
meta->AddNativeField(NAME_Alpha, TypeFloat64, myoffsetof(AActor, Alpha));
|
||||
meta->AddNativeField("fillcolor", TypeColor, myoffsetof(AActor, fillcolor));
|
||||
meta->AddNativeField("Sector", TypeSector, myoffsetof(AActor, Sector));
|
||||
//meta->AddNativeField("Subsector", TypeSubsector, myoffsetof(AActor, subsector));
|
||||
meta->AddNativeField(NAME_CeilingZ, TypeFloat64, myoffsetof(AActor, ceilingz));
|
||||
meta->AddNativeField(NAME_FloorZ, TypeFloat64, myoffsetof(AActor, floorz));
|
||||
meta->AddNativeField("DropoffZ", TypeFloat64, myoffsetof(AActor, dropoffz), VARF_ReadOnly);
|
||||
meta->AddNativeField("floorsector", TypeSector, myoffsetof(AActor, floorsector));
|
||||
meta->AddNativeField("floorpic", TypeTextureID, myoffsetof(AActor, floorpic));
|
||||
meta->AddNativeField("floorterrain", TypeSInt32, myoffsetof(AActor, floorterrain));
|
||||
meta->AddNativeField("ceilingsector", TypeSector, myoffsetof(AActor, ceilingsector));
|
||||
meta->AddNativeField("ceilingpic", TypeSInt32, myoffsetof(AActor, ceilingpic)); // Do we need a variable type 'texture' to do this?
|
||||
meta->AddNativeField(NAME_Height, TypeFloat64, myoffsetof(AActor, Height));
|
||||
meta->AddNativeField(NAME_Radius, TypeFloat64, myoffsetof(AActor, radius), VARF_ReadOnly);
|
||||
meta->AddNativeField("projectilepassheight",TypeFloat64, myoffsetof(AActor, projectilepassheight));
|
||||
meta->AddNativeField("tics", TypeSInt32, myoffsetof(AActor, tics));
|
||||
meta->AddNativeField("CurState", TypeState, myoffsetof(AActor, state), VARF_ReadOnly); // has to be renamed on the script side because it clashes with the same named type.
|
||||
meta->AddNativeField(NAME_Damage, TypeSInt32, myoffsetof(AActor, DamageVal), VARF_ReadOnly);
|
||||
meta->AddNativeField("projectilekickback", TypeSInt32, myoffsetof(AActor, projectileKickback));
|
||||
//DWORD VisibleToTeam;
|
||||
meta->AddNativeField("special1", TypeSInt32, myoffsetof(AActor, special1));
|
||||
meta->AddNativeField("special2", TypeSInt32, myoffsetof(AActor, special2));
|
||||
meta->AddNativeField("specialf1", TypeFloat64, myoffsetof(AActor, specialf1));
|
||||
meta->AddNativeField("specialf2", TypeFloat64, myoffsetof(AActor, specialf2));
|
||||
meta->AddNativeField("weaponspecial", TypeSInt32, myoffsetof(AActor, weaponspecial));
|
||||
meta->AddNativeField(NAME_Health, TypeSInt32, myoffsetof(AActor, health));
|
||||
meta->AddNativeField("movedir", TypeUInt8, myoffsetof(AActor, movedir));
|
||||
meta->AddNativeField("visdir", TypeSInt8, myoffsetof(AActor, visdir));
|
||||
meta->AddNativeField("movecount", TypeSInt16, myoffsetof(AActor, movecount));
|
||||
meta->AddNativeField("strafecount", TypeSInt16, myoffsetof(AActor, strafecount));
|
||||
meta->AddNativeField(NAME_Target, TypeActor, myoffsetof(AActor, target));
|
||||
meta->AddNativeField(NAME_Master, TypeActor, myoffsetof(AActor, master));
|
||||
meta->AddNativeField(NAME_Tracer, TypeActor, myoffsetof(AActor, tracer));
|
||||
meta->AddNativeField("LastHeard", TypeActor, myoffsetof(AActor, LastHeard));
|
||||
meta->AddNativeField("LastEnemy", TypeActor, myoffsetof(AActor, lastenemy));
|
||||
meta->AddNativeField("LastLookActor", TypeActor, myoffsetof(AActor, LastLookActor));
|
||||
meta->AddNativeField(NAME_ReactionTime, TypeSInt32, myoffsetof(AActor, reactiontime));
|
||||
meta->AddNativeField(NAME_Threshold, TypeSInt32, myoffsetof(AActor, threshold));
|
||||
meta->AddNativeField(NAME_DefThreshold, TypeSInt32, myoffsetof(AActor, DefThreshold), VARF_ReadOnly);
|
||||
meta->AddNativeField("SpawnPoint", TypeVector3, myoffsetof(AActor, SpawnPoint), VARF_ReadOnly);
|
||||
meta->AddNativeField("SpawnAngle", TypeUInt16, myoffsetof(AActor, SpawnAngle), VARF_ReadOnly);
|
||||
meta->AddNativeField("StartHealth", TypeSInt32, myoffsetof(AActor, StartHealth));
|
||||
meta->AddNativeField("WeaveIndexXY", TypeUInt16, myoffsetof(AActor, WeaveIndexXY));
|
||||
meta->AddNativeField("WeaveIndexZ", TypeUInt16, myoffsetof(AActor, WeaveIndexZ));
|
||||
meta->AddNativeField("skillrespawncount", TypeSInt32, myoffsetof(AActor, skillrespawncount));
|
||||
meta->AddNativeField(NAME_Args, array5, myoffsetof(AActor, args));
|
||||
meta->AddNativeField(NAME_Mass, TypeSInt32, myoffsetof(AActor, Mass));
|
||||
meta->AddNativeField(NAME_Special, TypeSInt32, myoffsetof(AActor, special));
|
||||
meta->AddNativeField(NAME_TID, TypeSInt32, myoffsetof(AActor, tid), VARF_ReadOnly);
|
||||
meta->AddNativeField(NAME_TIDtoHate, TypeSInt32, myoffsetof(AActor, TIDtoHate), VARF_ReadOnly);
|
||||
meta->AddNativeField(NAME_WaterLevel, TypeSInt32, myoffsetof(AActor, waterlevel), VARF_ReadOnly);
|
||||
meta->AddNativeField(NAME_Score, TypeSInt32, myoffsetof(AActor, Score));
|
||||
meta->AddNativeField(NAME_Accuracy, TypeSInt32, myoffsetof(AActor, accuracy));
|
||||
meta->AddNativeField(NAME_Stamina, TypeSInt32, myoffsetof(AActor, stamina));
|
||||
meta->AddNativeField(NAME_MeleeRange, TypeFloat64, myoffsetof(AActor, meleerange));
|
||||
meta->AddNativeField("PainThreshold", TypeSInt32, myoffsetof(AActor, PainThreshold));
|
||||
meta->AddNativeField("Gravity", TypeFloat64, myoffsetof(AActor, Gravity));
|
||||
meta->AddNativeField("FloorClip", TypeFloat64, myoffsetof(AActor, Floorclip));
|
||||
meta->AddNativeField("DamageType", TypeName, myoffsetof(AActor, DamageType));
|
||||
meta->AddNativeField("DamageTypeReceived", TypeName, myoffsetof(AActor, DamageTypeReceived));
|
||||
meta->AddNativeField("FloatBobPhase", TypeUInt8, myoffsetof(AActor, FloatBobPhase));
|
||||
meta->AddNativeField("RipperLevel", TypeSInt32, myoffsetof(AActor, RipperLevel));
|
||||
meta->AddNativeField("RipLevelMin", TypeSInt32, myoffsetof(AActor, RipLevelMin));
|
||||
meta->AddNativeField("RipLevelMax", TypeSInt32, myoffsetof(AActor, RipLevelMax));
|
||||
meta->AddNativeField("Species", TypeName, myoffsetof(AActor, Species));
|
||||
meta->AddNativeField("Alternative", TypeActor, myoffsetof(AActor, alternative));
|
||||
meta->AddNativeField("goal", TypeActor, myoffsetof(AActor, goal));
|
||||
meta->AddNativeField("MinMissileChance", TypeUInt8, myoffsetof(AActor, MinMissileChance));
|
||||
meta->AddNativeField("LastLookPlayerNumber",TypeSInt8, myoffsetof(AActor, LastLookPlayerNumber));
|
||||
meta->AddNativeField("SpawnFlags", TypeUInt32, myoffsetof(AActor, SpawnFlags));
|
||||
meta->AddNativeField("meleethreshold", TypeFloat64, myoffsetof(AActor, meleethreshold));
|
||||
meta->AddNativeField("maxtargetrange", TypeFloat64, myoffsetof(AActor, maxtargetrange));
|
||||
meta->AddNativeField("bouncefactor", TypeFloat64, myoffsetof(AActor, bouncefactor));
|
||||
meta->AddNativeField("wallbouncefactor", TypeFloat64, myoffsetof(AActor, wallbouncefactor));
|
||||
meta->AddNativeField("bouncecount", TypeSInt32, myoffsetof(AActor, bouncecount));
|
||||
meta->AddNativeField("friction", TypeFloat64, myoffsetof(AActor, Friction));
|
||||
meta->AddNativeField("FastChaseStrafeCount",TypeSInt32, myoffsetof(AActor, FastChaseStrafeCount));
|
||||
meta->AddNativeField("pushfactor", TypeFloat64, myoffsetof(AActor, pushfactor));
|
||||
meta->AddNativeField("lastpush", TypeSInt32, myoffsetof(AActor, lastpush));
|
||||
meta->AddNativeField("activationtype", TypeSInt32, myoffsetof(AActor, activationtype));
|
||||
meta->AddNativeField("lastbump", TypeSInt32, myoffsetof(AActor, lastbump));
|
||||
meta->AddNativeField("DesignatedTeam", TypeSInt32, myoffsetof(AActor, DesignatedTeam));
|
||||
meta->AddNativeField("BlockingMobj", TypeActor, myoffsetof(AActor, BlockingMobj));
|
||||
//line_t *BlockingLine; // Line that blocked the last move
|
||||
meta->AddNativeField("PoisonDamage", TypeSInt32, myoffsetof(AActor, PoisonDamage));
|
||||
meta->AddNativeField("PoisonDamageType", TypeName, myoffsetof(AActor, PoisonDamageType));
|
||||
meta->AddNativeField("PoisonDuration", TypeSInt32, myoffsetof(AActor, PoisonDuration));
|
||||
meta->AddNativeField("PoisonPeriod", TypeSInt32, myoffsetof(AActor, PoisonPeriod));
|
||||
meta->AddNativeField("PoisonDamageReceived",TypeSInt32, myoffsetof(AActor, PoisonDamageReceived));
|
||||
meta->AddNativeField("PoisonDamageTypeReceived", TypeName, myoffsetof(AActor, PoisonDamageTypeReceived));
|
||||
meta->AddNativeField("PoisonDurationReceived", TypeSInt32, myoffsetof(AActor, PoisonDurationReceived));
|
||||
meta->AddNativeField("PoisonPeriodReceived", TypeSInt32, myoffsetof(AActor, PoisonPeriodReceived));
|
||||
meta->AddNativeField("Poisoner", TypeActor, myoffsetof(AActor, Poisoner));
|
||||
meta->AddNativeField("Inv", TypeInventory, myoffsetof(AActor, Inventory)); // Needs to be renamed because it hides the actual type.
|
||||
meta->AddNativeField("smokecounter", TypeUInt8, myoffsetof(AActor, smokecounter));
|
||||
meta->AddNativeField("FriendPlayer", TypeUInt8, myoffsetof(AActor, FriendPlayer));
|
||||
meta->AddNativeField("Translation", TypeUInt32, myoffsetof(AActor, Translation));
|
||||
meta->AddNativeField("AttackSound", TypeSound, myoffsetof(AActor, AttackSound));
|
||||
meta->AddNativeField("DeathSound", TypeSound, myoffsetof(AActor, DeathSound));
|
||||
meta->AddNativeField("SeeSound", TypeSound, myoffsetof(AActor, SeeSound));
|
||||
meta->AddNativeField("PainSound", TypeSound, myoffsetof(AActor, PainSound));
|
||||
meta->AddNativeField("ActiveSound", TypeSound, myoffsetof(AActor, ActiveSound));
|
||||
meta->AddNativeField("UseSound", TypeSound, myoffsetof(AActor, UseSound));
|
||||
meta->AddNativeField("BounceSound", TypeSound, myoffsetof(AActor, BounceSound));
|
||||
meta->AddNativeField("WallBounceSound", TypeSound, myoffsetof(AActor, WallBounceSound));
|
||||
meta->AddNativeField("CrushPainSound", TypeSound, myoffsetof(AActor, CrushPainSound));
|
||||
meta->AddNativeField("MaxDropoffHeight", TypeFloat64, myoffsetof(AActor, MaxDropOffHeight));
|
||||
meta->AddNativeField("MaxStepHeight", TypeFloat64, myoffsetof(AActor, MaxStepHeight));
|
||||
meta->AddNativeField("PainChance", TypeSInt16, myoffsetof(AActor, PainChance));
|
||||
meta->AddNativeField("PainType", TypeName, myoffsetof(AActor, PainType));
|
||||
meta->AddNativeField("DeathType", TypeName, myoffsetof(AActor, DeathType));
|
||||
meta->AddNativeField("DamageFactor", TypeFloat64, myoffsetof(AActor, DamageFactor));
|
||||
meta->AddNativeField("DamageMultiply", TypeFloat64, myoffsetof(AActor, DamageMultiply));
|
||||
meta->AddNativeField("TelefogSourceType", TypeActorClass, myoffsetof(AActor, TeleFogSourceType));
|
||||
meta->AddNativeField("TelefogDestType", TypeActorClass, myoffsetof(AActor, TeleFogDestType));
|
||||
meta->AddNativeField("SpawnState", TypeState, myoffsetof(AActor, SpawnState), VARF_ReadOnly);
|
||||
meta->AddNativeField("SeeState", TypeState, myoffsetof(AActor, SeeState), VARF_ReadOnly);
|
||||
meta->AddNativeField("MeleeState", TypeState, myoffsetof(AActor, MeleeState));
|
||||
meta->AddNativeField("MissileState", TypeState, myoffsetof(AActor, MissileState));
|
||||
//int ConversationRoot; // THe root of the current dialogue
|
||||
//FStrifeDialogueNode *Conversation; // [RH] The dialogue to show when this actor is "used."
|
||||
// needs to be done manually until it can be given a proper type.
|
||||
meta->AddNativeField("DecalGenerator", NewPointer(TypeVoid), myoffsetof(AActor, DecalGenerator));
|
||||
//FDecalBase *DecalGenerator;
|
||||
|
||||
// synthesize a symbol for each flag from the flag name tables to avoid redundant declaration of them.
|
||||
for (size_t i = 0; ActorFlagDefs[i].flagbit != 0xffffffff; i++)
|
||||
|
|
|
@ -200,7 +200,7 @@ DPSprite *player_t::FindPSprite(int layer)
|
|||
return pspr;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Player, FindPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
|
||||
DEFINE_ACTION_FUNCTION(_PlayerInfo, FindPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_t);
|
||||
PARAM_INT(id);
|
||||
|
@ -220,7 +220,7 @@ void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending)
|
|||
player->GetPSprite(id)->SetState(state, pending);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Player, SetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
|
||||
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_t);
|
||||
PARAM_INT(id);
|
||||
|
@ -291,7 +291,7 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
|
|||
return pspr;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Player, GetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
|
||||
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetPSprite) // the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_t);
|
||||
PARAM_INT(id);
|
||||
|
@ -1653,7 +1653,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
|
|||
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Player, SetSafeFlash)
|
||||
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetSafeFlash)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(player_t);
|
||||
PARAM_OBJECT(weapon, AWeapon);
|
||||
|
|
|
@ -3147,7 +3147,7 @@ bool P_IsPlayerTotallyFrozen(const player_t *player)
|
|||
|
||||
void P_InitPlayerForScript()
|
||||
{
|
||||
PStruct *pstruct = NewNativeStruct("Player", nullptr);
|
||||
PStruct *pstruct = NewNativeStruct("PlayerInfo", nullptr);
|
||||
pstruct->Size = sizeof(player_t);
|
||||
pstruct->Align = alignof(player_t);
|
||||
PArray *parray = NewArray(pstruct, MAXPLAYERS);
|
||||
|
|
|
@ -111,6 +111,10 @@ std2:
|
|||
'sbyte' { RET(TK_SByte); }
|
||||
'short' { RET(TK_Short); }
|
||||
'ushort' { RET(TK_UShort); }
|
||||
'int8' { RET(TK_Int8); }
|
||||
'uint8' { RET(TK_UInt8); }
|
||||
'int16' { RET(TK_Int16); }
|
||||
'uint16' { RET(TK_UInt16); }
|
||||
'int' { RET(TK_Int); }
|
||||
'uint' { RET(TK_UInt); }
|
||||
'long' { RET(TK_Long); }
|
||||
|
|
|
@ -55,6 +55,10 @@ xx(TK_Byte, "'byte'")
|
|||
xx(TK_SByte, "'sbyte'")
|
||||
xx(TK_Short, "'short'")
|
||||
xx(TK_UShort, "'ushort'")
|
||||
xx(TK_Int8, "'int8'")
|
||||
xx(TK_UInt8, "'uint8'")
|
||||
xx(TK_Int16, "'int16'")
|
||||
xx(TK_UInt16, "'uint16'")
|
||||
xx(TK_Int, "'int'")
|
||||
xx(TK_UInt, "'uint'")
|
||||
xx(TK_Long, "'long'")
|
||||
|
|
|
@ -4082,7 +4082,7 @@ ExpEmit FxBinaryLogical::Emit(VMFunctionBuilder *build)
|
|||
build->Emit(OP_JMP, 1);
|
||||
auto ctarget = build->Emit(OP_LI, to.RegNum, (Operator == TK_AndAnd) ? 0 : 1);
|
||||
for (auto addr : patchspots) build->Backpatch(addr, ctarget);
|
||||
list.Clear();
|
||||
list.DeleteAndClear();
|
||||
list.ShrinkToFit();
|
||||
return to;
|
||||
}
|
||||
|
@ -5232,6 +5232,8 @@ ExpEmit FxRandomPick::Emit(VMFunctionBuilder *build)
|
|||
// The result register needs to be in-use when we return.
|
||||
// It should have been freed earlier, so restore its in-use flag.
|
||||
resultreg.Reuse(build);
|
||||
choices.DeleteAndClear();
|
||||
choices.ShrinkToFit();
|
||||
return resultreg;
|
||||
}
|
||||
|
||||
|
@ -6303,7 +6305,8 @@ FxExpression *FxStructMember::Resolve(FCompileContext &ctx)
|
|||
{
|
||||
auto parentfield = static_cast<FxStructMember *>(classx)->membervar;
|
||||
// PFields are garbage collected so this will be automatically taken care of later.
|
||||
auto newfield = new PField(membervar->SymbolName, membervar->Type, membervar->Flags | parentfield->Flags, membervar->Offset + parentfield->Offset, membervar->BitValue);
|
||||
auto newfield = new PField(membervar->SymbolName, membervar->Type, membervar->Flags | parentfield->Flags, membervar->Offset + parentfield->Offset);
|
||||
newfield->BitValue = membervar->BitValue;
|
||||
static_cast<FxStructMember *>(classx)->membervar = newfield;
|
||||
classx->isresolved = false; // re-resolve the parent so it can also check if it can be optimized away.
|
||||
auto x = classx->Resolve(ctx);
|
||||
|
@ -6313,7 +6316,8 @@ FxExpression *FxStructMember::Resolve(FCompileContext &ctx)
|
|||
else if (classx->ExprType == EFX_GlobalVariable)
|
||||
{
|
||||
auto parentfield = static_cast<FxGlobalVariable *>(classx)->membervar;
|
||||
auto newfield = new PField(membervar->SymbolName, membervar->Type, membervar->Flags | parentfield->Flags, membervar->Offset + parentfield->Offset, membervar->BitValue);
|
||||
auto newfield = new PField(membervar->SymbolName, membervar->Type, membervar->Flags | parentfield->Flags, membervar->Offset + parentfield->Offset);
|
||||
newfield->BitValue = membervar->BitValue;
|
||||
static_cast<FxGlobalVariable *>(classx)->membervar = newfield;
|
||||
classx->isresolved = false; // re-resolve the parent so it can also check if it can be optimized away.
|
||||
auto x = classx->Resolve(ctx);
|
||||
|
@ -6323,7 +6327,8 @@ FxExpression *FxStructMember::Resolve(FCompileContext &ctx)
|
|||
else if (classx->ExprType == EFX_StackVariable)
|
||||
{
|
||||
auto parentfield = static_cast<FxStackVariable *>(classx)->membervar;
|
||||
auto newfield = new PField(membervar->SymbolName, membervar->Type, membervar->Flags | parentfield->Flags, membervar->Offset + parentfield->Offset, membervar->BitValue);
|
||||
auto newfield = new PField(membervar->SymbolName, membervar->Type, membervar->Flags | parentfield->Flags, membervar->Offset + parentfield->Offset);
|
||||
newfield->BitValue = membervar->BitValue;
|
||||
static_cast<FxStackVariable *>(classx)->ReplaceField(newfield);
|
||||
classx->isresolved = false; // re-resolve the parent so it can also check if it can be optimized away.
|
||||
auto x = classx->Resolve(ctx);
|
||||
|
@ -7382,7 +7387,7 @@ ExpEmit FxActionSpecialCall::Emit(VMFunctionBuilder *build)
|
|||
assert(sym->IsKindOf(RUNTIME_CLASS(PSymbolVMFunction)));
|
||||
assert(((PSymbolVMFunction *)sym)->Function != nullptr);
|
||||
callfunc = ((PSymbolVMFunction *)sym)->Function;
|
||||
ArgList.Clear();
|
||||
ArgList.DeleteAndClear();
|
||||
ArgList.ShrinkToFit();
|
||||
|
||||
if (EmitTail)
|
||||
|
@ -7661,7 +7666,7 @@ ExpEmit FxVMFunctionCall::Emit(VMFunctionBuilder *build)
|
|||
ExpEmit reg;
|
||||
if (CheckEmitCast(build, EmitTail, reg))
|
||||
{
|
||||
ArgList.Clear();
|
||||
ArgList.DeleteAndClear();
|
||||
ArgList.ShrinkToFit();
|
||||
return reg;
|
||||
}
|
||||
|
@ -7704,7 +7709,7 @@ ExpEmit FxVMFunctionCall::Emit(VMFunctionBuilder *build)
|
|||
{
|
||||
count += EmitParameter(build, ArgList[i], ScriptPosition);
|
||||
}
|
||||
ArgList.Clear();
|
||||
ArgList.DeleteAndClear();
|
||||
ArgList.ShrinkToFit();
|
||||
|
||||
// Get a constant register for this function
|
||||
|
@ -7905,7 +7910,7 @@ ExpEmit FxFlopFunctionCall::Emit(VMFunctionBuilder *build)
|
|||
}
|
||||
|
||||
build->Emit(OP_FLOP, to.RegNum, from.RegNum, FxFlops[Index].Flop);
|
||||
ArgList.Clear();
|
||||
ArgList.DeleteAndClear();
|
||||
ArgList.ShrinkToFit();
|
||||
return to;
|
||||
}
|
||||
|
@ -8311,7 +8316,7 @@ ExpEmit FxSwitchStatement::Emit(VMFunctionBuilder *build)
|
|||
build->BackpatchToHere(addr);
|
||||
}
|
||||
if (!defaultset) build->BackpatchToHere(DefaultAddress);
|
||||
Content.Clear();
|
||||
Content.DeleteAndClear();
|
||||
Content.ShrinkToFit();
|
||||
return ExpEmit();
|
||||
}
|
||||
|
|
|
@ -147,6 +147,7 @@ inline void ResetBaggage (Baggage *bag, PClassActor *stateclass)
|
|||
//==========================================================================
|
||||
|
||||
AFuncDesc *FindFunction(PStruct *cls, const char * string);
|
||||
FieldDesc *FindField(PStruct *cls, const char * string);
|
||||
|
||||
|
||||
FxExpression *ParseExpression(FScanner &sc, PClassActor *cls, bool mustresolve = false);
|
||||
|
|
|
@ -46,6 +46,7 @@
|
|||
|
||||
static TArray<FPropertyInfo*> properties;
|
||||
static TArray<AFuncDesc> AFTable;
|
||||
static TArray<FieldDesc> FieldTable;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -613,6 +614,37 @@ AFuncDesc *FindFunction(PStruct *cls, const char * string)
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Find a function by name using a binary search
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FieldDesc *FindField(PStruct *cls, const char * string)
|
||||
{
|
||||
int min = 0, max = FieldTable.Size() - 1;
|
||||
|
||||
while (min <= max)
|
||||
{
|
||||
int mid = (min + max) / 2;
|
||||
int lexval = stricmp(cls->TypeName.GetChars(), FieldTable[mid].ClassName + 1);
|
||||
if (lexval == 0) lexval = stricmp(string, FieldTable[mid].FieldName);
|
||||
if (lexval == 0)
|
||||
{
|
||||
return &FieldTable[mid];
|
||||
}
|
||||
else if (lexval > 0)
|
||||
{
|
||||
min = mid + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
max = mid - 1;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -651,6 +683,14 @@ static int funccmp(const void * a, const void * b)
|
|||
return res;
|
||||
}
|
||||
|
||||
static int fieldcmp(const void * a, const void * b)
|
||||
{
|
||||
// +1 to get past the prefix letter of the native class name, which gets omitted by the FName for the class.
|
||||
int res = stricmp(((FieldDesc*)a)->ClassName + 1, ((FieldDesc*)b)->ClassName + 1);
|
||||
if (res == 0) res = stricmp(((FieldDesc*)a)->FieldName, ((FieldDesc*)b)->FieldName);
|
||||
return res;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Initialization
|
||||
|
@ -716,4 +756,19 @@ void InitThingdef()
|
|||
AFTable.ShrinkToFit();
|
||||
qsort(&AFTable[0], AFTable.Size(), sizeof(AFTable[0]), funccmp);
|
||||
}
|
||||
|
||||
FieldTable.Clear();
|
||||
if (FieldTable.Size() == 0)
|
||||
{
|
||||
FAutoSegIterator probe(FRegHead, FRegTail);
|
||||
|
||||
while (*++probe != NULL)
|
||||
{
|
||||
FieldDesc *afield = (FieldDesc *)*probe;
|
||||
FieldTable.Push(*afield);
|
||||
}
|
||||
FieldTable.ShrinkToFit();
|
||||
qsort(&FieldTable[0], FieldTable.Size(), sizeof(FieldTable[0]), fieldcmp);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -1013,6 +1013,15 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction
|
|||
|
||||
typedef int(*actionf_p)(VMFrameStack *stack, VMValue *param, TArray<VMValue> &defaultparam, int numparam, VMReturn *ret, int numret);/*(VM_ARGS)*/
|
||||
|
||||
struct FieldDesc
|
||||
{
|
||||
const char *ClassName;
|
||||
const char *FieldName;
|
||||
unsigned FieldOffset;
|
||||
unsigned FieldSize;
|
||||
int BitValue;
|
||||
};
|
||||
|
||||
struct AFuncDesc
|
||||
{
|
||||
const char *ClassName;
|
||||
|
@ -1023,12 +1032,17 @@ struct AFuncDesc
|
|||
|
||||
#if defined(_MSC_VER)
|
||||
#pragma section(".areg$u",read)
|
||||
#pragma section(".freg$u",read)
|
||||
|
||||
#define MSVC_ASEG __declspec(allocate(".areg$u"))
|
||||
#define MSVC_FSEG __declspec(allocate(".freg$u"))
|
||||
#define GCC_ASEG
|
||||
#define GCC_FSEG
|
||||
#else
|
||||
#define MSVC_ASEG
|
||||
#define MSVC_FSEG
|
||||
#define GCC_ASEG __attribute__((section(SECTION_AREG))) __attribute__((used))
|
||||
#define GCC_FSEG __attribute__((section(SECTION_FREG))) __attribute__((used))
|
||||
#endif
|
||||
|
||||
// Macros to handle action functions. These are here so that I don't have to
|
||||
|
@ -1043,6 +1057,32 @@ struct AFuncDesc
|
|||
MSVC_ASEG AFuncDesc const *const cls##_##name##_HookPtr GCC_ASEG = &cls##_##name##_Hook; \
|
||||
static int AF_##cls##_##name(VM_ARGS)
|
||||
|
||||
// cls is the scripted class name, icls the internal one (e.g. player_t vs. Player)
|
||||
#define DEFINE_FIELD_X(cls, icls, name) \
|
||||
static const FieldDesc VMField_##icls##_##name = { "A" #cls, #name, (unsigned)myoffsetof(icls, name), (unsigned)sizeof(icls::name), 0 }; \
|
||||
extern FieldDesc const *const VMField_##icls##_##name##_HookPtr; \
|
||||
MSVC_FSEG FieldDesc const *const VMField_##icls##_##name##_HookPtr GCC_FSEG = &VMField_##cls##_##name;
|
||||
|
||||
#define DEFINE_FIELD_X_BIT(cls, icls, name, bitval) \
|
||||
static const FieldDesc VMField_##icls##_##name = { "A" #cls, #name, (unsigned)myoffsetof(icls, name), (unsigned)sizeof(icls::name), bitval }; \
|
||||
extern FieldDesc const *const VMField_##icls##_##name##_HookPtr; \
|
||||
MSVC_FSEG FieldDesc const *const VMField_##icls##_##name##_HookPtr GCC_FSEG = &VMField_##cls##_##name;
|
||||
|
||||
#define DEFINE_FIELD(cls, name) \
|
||||
static const FieldDesc VMField_##cls##_##name = { #cls, #name, (unsigned)myoffsetof(cls, name), (unsigned)sizeof(cls::name), 0 }; \
|
||||
extern FieldDesc const *const VMField_##cls##_##name##_HookPtr; \
|
||||
MSVC_FSEG FieldDesc const *const VMField_##cls##_##name##_HookPtr GCC_FSEG = &VMField_##cls##_##name;
|
||||
|
||||
#define DEFINE_FIELD_NAMED(cls, name, scriptname) \
|
||||
static const FieldDesc VMField_##cls##_##scriptname = { #cls, #scriptname, (unsigned)myoffsetof(cls, name), (unsigned)sizeof(cls::name), 0 }; \
|
||||
extern FieldDesc const *const VMField_##cls##_##scriptname##_HookPtr; \
|
||||
MSVC_FSEG FieldDesc const *const VMField_##cls##_##scriptname##_HookPtr GCC_FSEG = &VMField_##cls##_##scriptname;
|
||||
|
||||
#define DEFINE_FIELD_BIT(cls, name, scriptname, bitval) \
|
||||
static const FieldDesc VMField_##cls##_##scriptname = { #cls, #scriptname, (unsigned)myoffsetof(cls, name), (unsigned)sizeof(cls::name), bitval }; \
|
||||
extern FieldDesc const *const VMField_##cls##_##scriptname##_HookPtr; \
|
||||
MSVC_FSEG FieldDesc const *const VMField_##cls##_##scriptname##_HookPtr GCC_FSEG = &VMField_##cls##_##scriptname;
|
||||
|
||||
class AActor;
|
||||
void CallAction(VMFrameStack *stack, VMFunction *vmfunc, AActor *self);
|
||||
#define CALL_ACTION(name, self) CallAction(stack, AActor_##name##_VMPtr, self);
|
||||
|
|
|
@ -1186,6 +1186,7 @@ void ZCCCompiler::CompileAllFields()
|
|||
// Create copies of the arrays which can be altered
|
||||
auto Classes = this->Classes;
|
||||
auto Structs = this->Structs;
|
||||
TMap<PClass*, bool> HasNativeChildren;
|
||||
|
||||
// first step: Look for native classes with native children.
|
||||
// These may not have any variables added to them because it'd clash with the native definitions.
|
||||
|
@ -1200,8 +1201,8 @@ void ZCCCompiler::CompileAllFields()
|
|||
{
|
||||
if (ac->ParentClass == c->Type() && ac->Size != TentativeClass)
|
||||
{
|
||||
Error(c->cls, "Trying to add fields to class '%s' with native children", c->Type()->TypeName.GetChars());
|
||||
Classes.Delete(i--);
|
||||
// Only set a marker here, so that we can print a better message when the actual fields get added.
|
||||
HasNativeChildren.Insert(ac, true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1236,7 +1237,7 @@ void ZCCCompiler::CompileAllFields()
|
|||
type->Size = Classes[i]->Type()->ParentClass->Size;
|
||||
}
|
||||
}
|
||||
if (CompileFields(type, Classes[i]->Fields, nullptr, &Classes[i]->TreeNodes, false))
|
||||
if (CompileFields(type, Classes[i]->Fields, nullptr, &Classes[i]->TreeNodes, false, !!HasNativeChildren.CheckKey(type)))
|
||||
{
|
||||
// Remove from the list if all fields got compiled.
|
||||
Classes.Delete(i--);
|
||||
|
@ -1263,11 +1264,12 @@ void ZCCCompiler::CompileAllFields()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool ZCCCompiler::CompileFields(PStruct *type, TArray<ZCC_VarDeclarator *> &Fields, PClass *Outer, PSymbolTable *TreeNodes, bool forstruct)
|
||||
bool ZCCCompiler::CompileFields(PStruct *type, TArray<ZCC_VarDeclarator *> &Fields, PClass *Outer, PSymbolTable *TreeNodes, bool forstruct, bool hasnativechildren)
|
||||
{
|
||||
while (Fields.Size() > 0)
|
||||
{
|
||||
auto field = Fields[0];
|
||||
FieldDesc *fd = nullptr;
|
||||
|
||||
PType *fieldtype = DetermineType(type, field, field->Names->Name, field->Type, true, true);
|
||||
|
||||
|
@ -1289,8 +1291,9 @@ bool ZCCCompiler::CompileFields(PStruct *type, TArray<ZCC_VarDeclarator *> &Fiel
|
|||
|
||||
if (field->Flags & ZCC_Native)
|
||||
{
|
||||
// todo: get the native address of this field.
|
||||
varflags |= VARF_Native | VARF_Transient;
|
||||
}
|
||||
|
||||
if (field->Flags & ZCC_Meta)
|
||||
{
|
||||
varflags |= VARF_ReadOnly; // metadata implies readonly
|
||||
|
@ -1313,7 +1316,31 @@ bool ZCCCompiler::CompileFields(PStruct *type, TArray<ZCC_VarDeclarator *> &Fiel
|
|||
thisfieldtype = ResolveArraySize(thisfieldtype, name->ArraySize, &type->Symbols);
|
||||
}
|
||||
|
||||
type->AddField(name->Name, thisfieldtype, varflags);
|
||||
if (varflags & VARF_Native)
|
||||
{
|
||||
fd = FindField(type, FName(name->Name).GetChars());
|
||||
if (fd == nullptr)
|
||||
{
|
||||
Error(field, "The member variable '%s.%s' has not been exported from the executable.", type->TypeName.GetChars(), FName(name->Name).GetChars());
|
||||
}
|
||||
else if (thisfieldtype->Size != fd->FieldSize)
|
||||
{
|
||||
Error(field, "The member variable '%s.%s' has mismatching sizes in internal and external declaration. (Internal = %d, External = %d)", type->TypeName.GetChars(), FName(name->Name).GetChars(), fd->FieldSize, thisfieldtype->Size);
|
||||
}
|
||||
// Q: Should we check alignment, too? A mismatch may be an indicator for bad assumptions.
|
||||
else
|
||||
{
|
||||
type->AddNativeField(name->Name, thisfieldtype, fd->FieldOffset, varflags, fd->BitValue);
|
||||
}
|
||||
}
|
||||
else if (hasnativechildren)
|
||||
{
|
||||
Error(field, "Cannot add field %s to %s. %s has native children which means it size may not change.", type->TypeName.GetChars(), fd->FieldSize, FName(name->Name).GetChars());
|
||||
}
|
||||
else
|
||||
{
|
||||
type->AddField(name->Name, thisfieldtype, varflags);
|
||||
}
|
||||
}
|
||||
name = static_cast<ZCC_VarName*>(name->SiblingNext);
|
||||
} while (name != field->Names);
|
||||
|
@ -2133,7 +2160,7 @@ void ZCCCompiler::CompileFunction(ZCC_StructWork *c, ZCC_FuncDeclarator *f, bool
|
|||
afd = FindFunction(c->Type(), FName(f->Name).GetChars());
|
||||
if (afd == nullptr)
|
||||
{
|
||||
Error(f, "The function '%s' has not been exported from the executable.", FName(f->Name).GetChars());
|
||||
Error(f, "The function '%s.%s' has not been exported from the executable.", c->Type()->TypeName.GetChars(), FName(f->Name).GetChars());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -91,7 +91,7 @@ private:
|
|||
bool CompileConstant(ZCC_ConstantDef *def, PSymbolTable *Symbols);
|
||||
|
||||
void CompileAllFields();
|
||||
bool CompileFields(PStruct *type, TArray<ZCC_VarDeclarator *> &Fields, PClass *Outer, PSymbolTable *TreeNodes, bool forstruct);
|
||||
bool CompileFields(PStruct *type, TArray<ZCC_VarDeclarator *> &Fields, PClass *Outer, PSymbolTable *TreeNodes, bool forstruct, bool hasnativechildren = false);
|
||||
FString FlagsToString(uint32_t flags);
|
||||
PType *DetermineType(PType *outertype, ZCC_TreeNode *field, FName name, ZCC_Type *ztype, bool allowarraytypes, bool formember);
|
||||
PType *ResolveArraySize(PType *baseType, ZCC_Expression *arraysize, PSymbolTable *sym);
|
||||
|
|
|
@ -137,6 +137,10 @@ static void InitTokenMap()
|
|||
TOKENDEF2(TK_Byte, ZCC_BYTE, NAME_Byte);
|
||||
TOKENDEF2(TK_Short, ZCC_SHORT, NAME_Short);
|
||||
TOKENDEF2(TK_UShort, ZCC_USHORT, NAME_uShort);
|
||||
TOKENDEF2(TK_Int8, ZCC_SBYTE, NAME_int8);
|
||||
TOKENDEF2(TK_UInt8, ZCC_BYTE, NAME_uint8);
|
||||
TOKENDEF2(TK_Int16, ZCC_SHORT, NAME_int16);
|
||||
TOKENDEF2(TK_UInt16, ZCC_USHORT, NAME_uint16);
|
||||
TOKENDEF2(TK_Int, ZCC_INT, NAME_Int);
|
||||
TOKENDEF2(TK_UInt, ZCC_UINT, NAME_uInt);
|
||||
TOKENDEF2(TK_Bool, ZCC_BOOL, NAME_Bool);
|
||||
|
|
|
@ -43,6 +43,9 @@ __declspec(allocate(".areg$z")) void *const ARegTail = 0;
|
|||
#pragma section(".creg$z",read)
|
||||
__declspec(allocate(".creg$z")) void *const CRegTail = 0;
|
||||
|
||||
#pragma section(".freg$z",read)
|
||||
__declspec(allocate(".freg$z")) void *const FRegTail = 0;
|
||||
|
||||
#pragma section(".greg$z",read)
|
||||
__declspec(allocate(".greg$z")) void *const GRegTail = 0;
|
||||
|
||||
|
@ -56,6 +59,7 @@ __declspec(allocate(".yreg$z")) void *const YRegTail = 0;
|
|||
|
||||
void *const ARegTail __attribute__((section(SECTION_AREG))) = 0;
|
||||
void *const CRegTail __attribute__((section(SECTION_CREG))) = 0;
|
||||
void *const FRegTail __attribute__((section(SECTION_FREG))) = 0;
|
||||
void *const GRegTail __attribute__((section(SECTION_GREG))) = 0;
|
||||
void *const YRegTail __attribute__((section(SECTION_YREG))) = 0;
|
||||
|
||||
|
|
|
@ -5,6 +5,168 @@ class Actor : Thinker native
|
|||
const ONCEILINGZ = 2147483647.0;
|
||||
const FLOATRANDZ = ONCEILINGZ-1;
|
||||
|
||||
// flags are not defined here, the native fields for those get synthesized from the internal tables.
|
||||
|
||||
// for some comments on these fields, see their native representations in actor.h.
|
||||
native PlayerInfo Player;
|
||||
native readonly vector3 Pos;
|
||||
native vector3 Prev;
|
||||
native double spriteAngle;
|
||||
native double spriteRotation;
|
||||
native double VisibleStartAngle;
|
||||
native double VisibleStartPitch;
|
||||
native double VisibleEndAngle;
|
||||
native double VisibleEndPitch;
|
||||
native double Angle;
|
||||
native double Pitch;
|
||||
native double Roll;
|
||||
native vector3 Vel;
|
||||
native double Speed;
|
||||
native double FloatSpeed;
|
||||
native SpriteID sprite;
|
||||
native uint8 frame;
|
||||
native vector2 Scale;
|
||||
native TextureID picnum;
|
||||
native double Alpha;
|
||||
native color fillcolor;
|
||||
native Sector CurSector;
|
||||
native double CeilingZ;
|
||||
native double FloorZ;
|
||||
native double DropoffZ;
|
||||
native Sector floorsector;
|
||||
native TextureID floorpic;
|
||||
native int floorterrain;
|
||||
native Sector ceilingsector;
|
||||
native TextureID ceilingpic;
|
||||
native double Height;
|
||||
native readonly double Radius;
|
||||
native double projectilepassheight;
|
||||
native int tics;
|
||||
native readonly State CurState;
|
||||
native readonly int Damage;
|
||||
native int projectilekickback;
|
||||
native int special1;
|
||||
native int special2;
|
||||
native double specialf1;
|
||||
native double specialf2;
|
||||
native int weaponspecial;
|
||||
native int Health;
|
||||
native uint8 movedir;
|
||||
native int8 visdir;
|
||||
native int16 movecount;
|
||||
native int16 strafecount;
|
||||
native Actor Target;
|
||||
native Actor Master;
|
||||
native Actor Tracer;
|
||||
native Actor LastHeard;
|
||||
native Actor LastEnemy;
|
||||
native Actor LastLookActor;
|
||||
native int ReactionTime;
|
||||
native int Threshold;
|
||||
native readonly int DefThreshold;
|
||||
native readonly vector3 SpawnPoint;
|
||||
native readonly uint16 SpawnAngle;
|
||||
native int StartHealth;
|
||||
native uint8 WeaveIndexXY;
|
||||
native uint8 WeaveIndexZ;
|
||||
native int skillrespawncount;
|
||||
native int Args[5];
|
||||
native int Mass;
|
||||
native int Special;
|
||||
native readonly int TID;
|
||||
native readonly int TIDtoHate;
|
||||
native readonly int WaterLevel;
|
||||
native int Score;
|
||||
native int Accuracy;
|
||||
native int Stamina;
|
||||
native double MeleeRange;
|
||||
native int PainThreshold;
|
||||
native double Gravity;
|
||||
native double FloorClip;
|
||||
native name DamageType;
|
||||
native name DamageTypeReceived;
|
||||
native uint8 FloatBobPhase;
|
||||
native int RipperLevel;
|
||||
native int RipLevelMin;
|
||||
native int RipLevelMax;
|
||||
native name Species;
|
||||
native Actor Alternative;
|
||||
native Actor goal;
|
||||
native uint8 MinMissileChance;
|
||||
native int8 LastLookPlayerNumber;
|
||||
native uint SpawnFlags;
|
||||
native double meleethreshold;
|
||||
native double maxtargetrange;
|
||||
native double bouncefactor;
|
||||
native double wallbouncefactor;
|
||||
native int bouncecount;
|
||||
native double friction;
|
||||
native int FastChaseStrafeCount;
|
||||
native double pushfactor;
|
||||
native int lastpush;
|
||||
native int activationtype;
|
||||
native int lastbump;
|
||||
native int DesignatedTeam;
|
||||
native Actor BlockingMobj;
|
||||
native int PoisonDamage;
|
||||
native name PoisonDamageType;
|
||||
native int PoisonDuration;
|
||||
native int PoisonPeriod;
|
||||
native int PoisonDamageReceived;
|
||||
native name PoisonDamageTypeReceived;
|
||||
native int PoisonDurationReceived;
|
||||
native int PoisonPeriodReceived;
|
||||
native Actor Poisoner;
|
||||
native Inventory Inv;
|
||||
native uint8 smokecounter;
|
||||
native uint8 FriendPlayer;
|
||||
native uint Translation;
|
||||
native sound AttackSound;
|
||||
native sound DeathSound;
|
||||
native sound SeeSound;
|
||||
native sound PainSound;
|
||||
native sound ActiveSound;
|
||||
native sound UseSound;
|
||||
native sound BounceSound;
|
||||
native sound WallBounceSound;
|
||||
native sound CrushPainSound;
|
||||
native double MaxDropoffHeight;
|
||||
native double MaxStepHeight;
|
||||
native int16 PainChance;
|
||||
native name PainType;
|
||||
native name DeathType;
|
||||
native double DamageFactor;
|
||||
native double DamageMultiply;
|
||||
native Class<Actor> TelefogSourceType;
|
||||
native Class<Actor> TelefogDestType;
|
||||
native readonly State SpawnState;
|
||||
native readonly State SeeState;
|
||||
native State MeleeState;
|
||||
native State MissileState;
|
||||
|
||||
// need some definition work first
|
||||
//FRenderStyle RenderStyle;
|
||||
//line_t *BlockingLine; // Line that blocked the last move
|
||||
//int ConversationRoot; // THe root of the current dialogue
|
||||
//DecalBase DecalGenerator;
|
||||
|
||||
// deprecated things.
|
||||
native readonly deprecated double X;
|
||||
native readonly deprecated double Y;
|
||||
native readonly deprecated double Z;
|
||||
native readonly deprecated double VelX;
|
||||
native readonly deprecated double VelY;
|
||||
native readonly deprecated double VelZ;
|
||||
native readonly deprecated double MomX;
|
||||
native readonly deprecated double MomY;
|
||||
native readonly deprecated double MomZ;
|
||||
native deprecated double ScaleX;
|
||||
native deprecated double ScaleY;
|
||||
|
||||
//int ConversationRoot; // THe root of the current dialogue;
|
||||
//FStrifeDialogueNode *Conversation; // [RH] The dialogue to show when this actor is used.;
|
||||
|
||||
|
||||
Default
|
||||
{
|
||||
Scale 1;
|
||||
|
|
|
@ -48,3 +48,7 @@ class SpotState : Object native
|
|||
native static SpotState GetSpotState();
|
||||
native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
|
||||
}
|
||||
|
||||
struct Sector native
|
||||
{
|
||||
}
|
||||
|
|
|
@ -374,7 +374,7 @@ extend class Actor
|
|||
}
|
||||
// Make it act as if it was around when the player first made noise
|
||||
// (if the player has made noise).
|
||||
newmobj.LastHeard = newmobj.Sector.SoundTarget;
|
||||
newmobj.LastHeard = newmobj.CurSector.SoundTarget;
|
||||
|
||||
if (newmobj.SeeState != null && newmobj.LookForPlayers (true))
|
||||
{
|
||||
|
|
|
@ -77,7 +77,7 @@ class PSprite : Object native
|
|||
{
|
||||
}
|
||||
|
||||
struct Player native
|
||||
struct PlayerInfo native // this is what internally is player_t
|
||||
{
|
||||
native void SetPsprite(int id, State stat, bool pending = false);
|
||||
native void SetSafeFlash(Weapon weap, State flashstate, int index);
|
||||
|
|
Loading…
Reference in a new issue