This is not testable right now because finally the action function mess has come full circle. The current setup makes it impossible to call action functions from non-action functions because the needed info is local to the functions.
Long avoided, this needs to be refactored now so that the different semantics for action functions are no longer needed.
- added a truncation warning to FxIntCast, which only occurs with ZScript, not with DECORATE. FxBoolCast is intentionally left out because it would defeat the reason for this cast type.
* explicitly require passing the owning class when creating it.
* extract self pointer class when adding a variant.
* put the flags on the single variants, we can not fully rule out that they will be 100% identical, if variants ever get allowed.
* Allow PFunction to work without a VMFunction being attached.
* The Variant for a function must store the prototype itself instead of relying on the VMFunction it points to. Otherwise it would not be possible to reference a prototype during compilation of the function because it does not exist yet.
* Give the variant a list of the function's argument's names, because these are also needed to compile the function.
* create an anonymous function symbol when the function gets registered to the builder. At this point we have all the needed information to set it up correctly, but later this is no longer the case. This is the most convenient info to have here because it contains everything that's needed to compile the function in the proper context, so it has to be present when starting compilation.
* added some preparations to implement special handling for weapons and custom inventory items, which can run action functions in another actor's context. This part is not active yet but the basics are present in SetImplicitArgs.
* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation.
* a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
2016-10-12 19:22:33 +02:00
Renamed from src/thingdef/thingdef_states.cpp (Browse further)