- scriptified two of the Acolyte's functions.
- added a DActorIterator class. - fixed: It was not possible to have functions of the same name in two different classes because the name they were searched for was not qualified by the class. Changed so that the class name is included now, but to avoid renaming several hundreds of functions all at once, if the search fails, it will repeat with 'Actor' as class name. This commit contains preparations for scriptifying Hexen's Dragon, but that doesn't work yet so it's not included.
This commit is contained in:
parent
a2e17c0ab5
commit
633da6e5d8
32 changed files with 334 additions and 260 deletions
|
|
@ -2128,7 +2128,7 @@ void ZCCCompiler::InitFunctions()
|
|||
if (f->Flags & ZCC_Native)
|
||||
{
|
||||
varflags |= VARF_Native;
|
||||
afd = FindFunction(FName(f->Name).GetChars());
|
||||
afd = FindFunction(c->Type(), FName(f->Name).GetChars());
|
||||
if (afd == nullptr)
|
||||
{
|
||||
Error(f, "The function '%s' has not been exported from the executable.", FName(f->Name).GetChars());
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue