- disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going. It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
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149 changed files with 727 additions and 759 deletions
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@ -37,7 +37,7 @@
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// The base class for sector actions ----------------------------------------
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IMPLEMENT_CLASS(ASectorAction, false, false, false, false)
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IMPLEMENT_CLASS(ASectorAction, false, false)
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ASectorAction::ASectorAction (bool activatedByUse) :
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ActivatedByUse (activatedByUse) {}
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@ -142,7 +142,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS(ASecActEnter, false, false, false, false)
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IMPLEMENT_CLASS(ASecActEnter, false, false)
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bool ASecActEnter::DoTriggerAction (AActor *triggerer, int activationType)
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@ -160,7 +160,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS(ASecActExit, false, false, false, false)
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IMPLEMENT_CLASS(ASecActExit, false, false)
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bool ASecActExit::DoTriggerAction (AActor *triggerer, int activationType)
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@ -181,7 +181,7 @@ public:
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// Skull Tag uses 9999 for a special that is triggered whenever
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// the player is on the sector's floor. I think this is more useful.
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IMPLEMENT_CLASS(ASecActHitFloor, false, false, false, false)
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IMPLEMENT_CLASS(ASecActHitFloor, false, false)
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bool ASecActHitFloor::DoTriggerAction (AActor *triggerer, int activationType)
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@ -199,7 +199,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS(ASecActHitCeil, false, false, false, false)
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IMPLEMENT_CLASS(ASecActHitCeil, false, false)
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bool ASecActHitCeil::DoTriggerAction (AActor *triggerer, int activationType)
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@ -218,7 +218,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS(ASecActUse, false, false, false, false)
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IMPLEMENT_CLASS(ASecActUse, false, false)
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bool ASecActUse::DoTriggerAction (AActor *triggerer, int activationType)
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@ -237,7 +237,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS(ASecActUseWall, false, false, false, false)
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IMPLEMENT_CLASS(ASecActUseWall, false, false)
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bool ASecActUseWall::DoTriggerAction (AActor *triggerer, int activationType)
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@ -255,7 +255,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS(ASecActEyesDive, false, false, false, false)
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IMPLEMENT_CLASS(ASecActEyesDive, false, false)
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bool ASecActEyesDive::DoTriggerAction (AActor *triggerer, int activationType)
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@ -273,7 +273,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS(ASecActEyesSurface, false, false, false, false)
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IMPLEMENT_CLASS(ASecActEyesSurface, false, false)
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bool ASecActEyesSurface::DoTriggerAction (AActor *triggerer, int activationType)
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@ -291,7 +291,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS(ASecActEyesBelowC, false, false, false, false)
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IMPLEMENT_CLASS(ASecActEyesBelowC, false, false)
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bool ASecActEyesBelowC::DoTriggerAction (AActor *triggerer, int activationType)
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@ -309,7 +309,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS(ASecActEyesAboveC, false, false, false, false)
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IMPLEMENT_CLASS(ASecActEyesAboveC, false, false)
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bool ASecActEyesAboveC::DoTriggerAction (AActor *triggerer, int activationType)
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@ -327,7 +327,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS(ASecActHitFakeFloor, false, false, false, false)
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IMPLEMENT_CLASS(ASecActHitFakeFloor, false, false)
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bool ASecActHitFakeFloor::DoTriggerAction (AActor *triggerer, int activationType)
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