- 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.
This commit is contained in:
parent
c354000f1c
commit
2ac0046cda
9 changed files with 24 additions and 18 deletions
|
|
@ -2349,8 +2349,8 @@ void ZCCCompiler::CompileStates()
|
|||
auto code = SetupActionFunction(static_cast<PClassActor *>(c->Type()), sl->Action);
|
||||
if (code != nullptr)
|
||||
{
|
||||
auto funcsym = CreateAnonymousFunction(c->Type(), nullptr, VARF_Method | VARF_Action, (int)sl->Frames->Len());
|
||||
state.ActionFunc = FunctionBuildList.AddFunction(funcsym, code, FStringf("%s.StateFunction.%d", c->Type()->TypeName.GetChars(), statedef.GetStateCount()), false);
|
||||
auto funcsym = CreateAnonymousFunction(c->Type(), nullptr, VARF_Method | VARF_Action);
|
||||
state.ActionFunc = FunctionBuildList.AddFunction(funcsym, code, FStringf("%s.StateFunction.%d", c->Type()->TypeName.GetChars(), statedef.GetStateCount()), false, statedef.GetStateCount(), (int)sl->Frames->Len());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue