- Make the autosegs read-only.
- Derive PClass from dobject.cpp. This has one major ramification: Since the PClass is not allocated until runtime, you cannot initialize any static/global data structures with pointers to PClasses using RUNTIME_CLASS. Attempting to do so will just initialize with a NULL pointer. Instead, you can initialize using the address of the pointer returned by RUNTIME_CLASS and dereference that. By the time you have an opportunity to dereference it, it will no longer be NULL. - Sync CmakeLists.txt. - Random fixes for problems GCC spotted. SVN r1852 (scripting)
This commit is contained in:
parent
92766165f5
commit
1eb7912bd8
35 changed files with 258 additions and 207 deletions
|
|
@ -311,12 +311,12 @@ static FFlagDef PlayerPawnFlags[] =
|
|||
DEFINE_FLAG(PPF, NOTHRUSTWHENINVUL, APlayerPawn, PlayerFlags),
|
||||
};
|
||||
|
||||
static const struct FFlagList { const PClass *Type; FFlagDef *Defs; int NumDefs; } FlagLists[] =
|
||||
static const struct FFlagList { const PClass * const *Type; FFlagDef *Defs; int NumDefs; } FlagLists[] =
|
||||
{
|
||||
{ RUNTIME_CLASS(AActor), ActorFlags, countof(ActorFlags) },
|
||||
{ RUNTIME_CLASS(AInventory), InventoryFlags, countof(InventoryFlags) },
|
||||
{ RUNTIME_CLASS(AWeapon), WeaponFlags, countof(WeaponFlags) },
|
||||
{ RUNTIME_CLASS(APlayerPawn), PlayerPawnFlags,countof(PlayerPawnFlags) },
|
||||
{ &RUNTIME_CLASS(AActor), ActorFlags, countof(ActorFlags) },
|
||||
{ &RUNTIME_CLASS(AInventory), InventoryFlags, countof(InventoryFlags) },
|
||||
{ &RUNTIME_CLASS(AWeapon), WeaponFlags, countof(WeaponFlags) },
|
||||
{ &RUNTIME_CLASS(APlayerPawn), PlayerPawnFlags,countof(PlayerPawnFlags) },
|
||||
};
|
||||
#define NUM_FLAG_LISTS (countof(FlagLists))
|
||||
|
||||
|
|
@ -364,7 +364,7 @@ FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2)
|
|||
{ // Search all lists
|
||||
for (i = 0; i < NUM_FLAG_LISTS; ++i)
|
||||
{
|
||||
if (type->IsDescendantOf (FlagLists[i].Type))
|
||||
if (type->IsDescendantOf (*FlagLists[i].Type))
|
||||
{
|
||||
def = FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part1);
|
||||
if (def != NULL)
|
||||
|
|
@ -378,9 +378,9 @@ FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2)
|
|||
{ // Search just the named list
|
||||
for (i = 0; i < NUM_FLAG_LISTS; ++i)
|
||||
{
|
||||
if (stricmp (FlagLists[i].Type->TypeName.GetChars(), part1) == 0)
|
||||
if (stricmp ((*FlagLists[i].Type)->TypeName.GetChars(), part1) == 0)
|
||||
{
|
||||
if (type->IsDescendantOf (FlagLists[i].Type))
|
||||
if (type->IsDescendantOf (*FlagLists[i].Type))
|
||||
{
|
||||
return FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part2);
|
||||
}
|
||||
|
|
@ -403,7 +403,7 @@ FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2)
|
|||
|
||||
const char *GetFlagName(int flagnum, int flagoffset)
|
||||
{
|
||||
for(int i=0; i<countof(ActorFlags); i++)
|
||||
for(size_t i = 0; i < countof(ActorFlags); i++)
|
||||
{
|
||||
if (ActorFlags[i].flagbit == flagnum && ActorFlags[i].structoffset == flagoffset)
|
||||
{
|
||||
|
|
@ -489,8 +489,8 @@ FVariableInfo *FindVariable(const char * string, const PClass *cls)
|
|||
int mid = (min + max) / 2;
|
||||
int lexval;
|
||||
|
||||
if (cls < variables[mid]->owner) lexval = -1;
|
||||
else if (cls > variables[mid]->owner) lexval = 1;
|
||||
if (cls < *variables[mid]->owner) lexval = -1;
|
||||
else if (cls > *variables[mid]->owner) lexval = 1;
|
||||
else lexval = stricmp (string, variables[mid]->name);
|
||||
|
||||
if (lexval == 0)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue