- scriptified the scripted marines.

- fixed symbol name generation for native functions.
- moved PrintableName to VMFunction so that native functions also have this information.
This commit is contained in:
Christoph Oelckers 2016-11-21 19:09:58 +01:00
commit 360436c201
20 changed files with 658 additions and 756 deletions

View file

@ -315,10 +315,11 @@ void AActor::InitNativeFields()
meta->AddNativeField("TelefogDestType", TypeActorClass, myoffsetof(AActor, TeleFogDestType));
meta->AddNativeField("SpawnState", TypeState, myoffsetof(AActor, SpawnState), VARF_ReadOnly);
meta->AddNativeField("SeeState", TypeState, myoffsetof(AActor, SeeState), VARF_ReadOnly);
meta->AddNativeField("MeleeState", TypeState, myoffsetof(AActor, MeleeState), VARF_ReadOnly);
meta->AddNativeField("MissileState", TypeState, myoffsetof(AActor, MissileState), VARF_ReadOnly);
meta->AddNativeField("MeleeState", TypeState, myoffsetof(AActor, MeleeState));
meta->AddNativeField("MissileState", TypeState, myoffsetof(AActor, MissileState));
//int ConversationRoot; // THe root of the current dialogue
//FStrifeDialogueNode *Conversation; // [RH] The dialogue to show when this actor is "used."
meta->AddNativeField("DecalGenerator", NewPointer(TypeVoid), myoffsetof(AActor, DecalGenerator));
//FDecalBase *DecalGenerator;
// synthesize a symbol for each flag from the flag name tables to avoid redundant declaration of them.