- added a TStaticArray class that allows safe access to resizable static data (like the sectors, linedefs, etc.) for the VM.
- used this to replace the line list in Sector because that gets already used and implemented proper bounds checks for this type of array.
This commit is contained in:
parent
b31b6589e7
commit
1a16f664e4
24 changed files with 455 additions and 232 deletions
|
|
@ -710,12 +710,8 @@ static int fieldcmp(const void * a, const void * b)
|
|||
|
||||
void InitThingdef()
|
||||
{
|
||||
PType *TypeActor = NewPointer(RUNTIME_CLASS(AActor));
|
||||
// Create all global variables here because this cannot be done on the script side and really isn't worth adding support for.
|
||||
|
||||
PStruct *sstruct = NewNativeStruct("Sector", nullptr);
|
||||
auto sptr = NewPointer(sstruct);
|
||||
sstruct->AddNativeField("soundtarget", TypeActor, myoffsetof(sector_t, SoundTarget));
|
||||
|
||||
// expose the global validcount variable.
|
||||
PField *vcf = new PField("validcount", TypeSInt32, VARF_Native | VARF_Static, (intptr_t)&validcount);
|
||||
GlobalSymbols.AddSymbol(vcf);
|
||||
|
|
@ -746,7 +742,7 @@ void InitThingdef()
|
|||
// set up the lines array in the sector struct. This is a bit messy because the type system is not prepared to handle a pointer to an array of pointers to a native struct even remotely well...
|
||||
// As a result, the size has to be set to something large and arbritrary because it can change between maps. This will need some serious improvement when things get cleaned up.
|
||||
pstruct = NewNativeStruct("Sector", nullptr);
|
||||
pstruct->AddNativeField("lines", NewPointer(NewArray(NewPointer(NewNativeStruct("line", nullptr), false), 0x40000), false), myoffsetof(sector_t, lines), VARF_Native);
|
||||
pstruct->AddNativeField("lines", NewPointer(NewResizableArray(NewPointer(NewNativeStruct("line", nullptr), false)), false), myoffsetof(sector_t, Lines), VARF_Native);
|
||||
|
||||
parray = NewArray(TypeBool, MAXPLAYERS);
|
||||
playerf = new PField("playeringame", parray, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&playeringame);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue