- fixed and cleaned up state index jump handling
* use the function build list instead of the function to pass the info. The function is permanent so not the best place for compile-time info. * pass along the current state index which is needed to calculate the target state.
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9 changed files with 24 additions and 18 deletions
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@ -73,10 +73,12 @@ struct FCompileContext
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PPrototype *ReturnProto;
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PFunction *Function; // The function that is currently being compiled (or nullptr for constant evaluation.)
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PClass *Class; // The type of the owning class.
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bool FromDecorate;
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bool FromDecorate; // DECORATE must silence some warnings and demote some errors.
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int StateIndex; // index in actor's state table for anonymous functions, otherwise -1 (not used by DECORATE which pre-resolves state indices)
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int StateCount; // amount of states an anoymous function is being used on (must be 1 for state indices to be allowed.)
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TDeletingArray<FxLocalVariableDeclaration *> FunctionArgs;
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FCompileContext(PFunction *func, PPrototype *ret, bool fromdecorate);
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FCompileContext(PFunction *func, PPrototype *ret, bool fromdecorate, int stateindex, int statecount);
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FCompileContext(PClass *cls, bool fromdecorate); // only to be used to resolve constants!
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PSymbol *FindInClass(FName identifier, PSymbolTable *&symt);
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