- silenced message about missing function prototypes for exports.

This is necessary to later separate the games' script content from each other because there'd be lots of unprototyped functions otherwise.
This commit is contained in:
Christoph Oelckers 2020-11-05 18:59:21 +01:00
parent d5ff87fa4f
commit 4e6e564e14
2 changed files with 23 additions and 2 deletions

View file

@ -242,6 +242,27 @@ DEFINE_ACTION_FUNCTION(FFont, BreakLines)
ACTION_RETURN_OBJECT(Create<DBrokenLines>(broken));
}
DEFINE_ACTION_FUNCTION(FFont, BreakLines2)
{
PARAM_SELF_STRUCT_PROLOGUE(FFont);
PARAM_STRING(text);
PARAM_INT(maxwidth);
auto broken = V_BreakLines(self, maxwidth, text, true);
ACTION_RETURN_OBJECT(Create<DBrokenLines>(broken));
}
DEFINE_ACTION_FUNCTION(_Hugohaft, BreakLines)
{
PARAM_SELF_STRUCT_PROLOGUE(FFont);
PARAM_STRING(text);
PARAM_INT(maxwidth);
auto broken = V_BreakLines(self, maxwidth, text, true);
ACTION_RETURN_OBJECT(Create<DBrokenLines>(broken));
}
bool generic_ui;
EXTERN_CVAR(String, language)

View file

@ -79,8 +79,8 @@ void VMFunction::CreateRegUse()
int count = 0;
if (!Proto)
{
if (RegTypes) return;
Printf(TEXTCOLOR_ORANGE "Function without prototype needs register info manually set: %s\n", PrintableName.GetChars());
//if (RegTypes) return;
//Printf(TEXTCOLOR_ORANGE "Function without prototype needs register info manually set: %s\n", PrintableName.GetChars());
return;
}
assert(Proto->isPrototype());