Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
* The functions had no prototype and caused crashes.
* even after creating a prototype it didn't work because CreateAnonymousFunction was set up incorrectly for the case where a known return type was given.
For the varargs functions that used the Type field to validate their parameters, now a hidden additional argument is passed which contains a byte array with the type info for the current call's arguments. Since this is static per call location it can be better prepared once when the code is being compiled instead of being put in a runtime created array for each invocation. Everything else uses the per-function instance of the same data.
The only thing that still needed the type field with a VMValue is the defaults array, so this uses a different struct type now to store its data.
Currently used for loading parameters into registers.
For checking parameters of native functions some more work is needed to get the info to the function. Currently it doesn't receive the function descriptor.
The amount of support code for this minor optimization was quite large and this stood in the way of streamlining the VM's calling convention, so it was preferable to remove it before moving on.
The instruction one free instruction byte so it's now using that to extend its argument's register range to 65535.
For param this is needed because it passes strings by reference and creating an implicit temporary copy for string constants does not work here.
- fixed: The streaming music player must return the file reader if it fails to open, so that the next player can still use it.
- fixed: Timidity++'s Instruments class did not delete the sound font when it was destroyed.
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The state map will just be skipped and the parser only needs to run to get over the data.
However, due to changes from a previous patch the data cannot be validated so aside from not using the data it may also not abort on errors.
Combining these two groups of data has been the cause of many hard to detect errors because it allowed liberal casting between types that are used for completely different things.
- added a few access functions for FActorInfo variables.
With PClassActor now empty the class descriptors can finally be converted back to static data outside the class hierarchy, like they were before the scripting merge, and untangle the game data from VM internals.
For these fields maps have no advantage. Linearly searching a small array with up to 10 entries is nearly always faster than generating a hash for finding the entry in the map.
This reinstates the old FActorInfo as part of the meta data a class can have so that the class descriptor itself can be freed from any data not directly relevant for managing the class's type information.