- allow defining flags in the script declaration of a class and do that for Weapon.

This commit is contained in:
Christoph Oelckers 2018-11-25 09:29:12 +01:00
commit 70d3c31551
14 changed files with 207 additions and 35 deletions

View file

@ -348,6 +348,17 @@ static void PrintProperty(FLispString &out, ZCC_TreeNode *node)
out.Close();
}
static void PrintFlagDef(FLispString &out, ZCC_TreeNode *node)
{
ZCC_FlagDef *snode = (ZCC_FlagDef *)node;
out.Break();
out.Open("flagdef");
out.AddName(snode->NodeName);
out.AddName(snode->RefName);
out.AddInt(snode->BitValue);
out.Close();
}
static void PrintStaticArrayState(FLispString &out, ZCC_TreeNode *node)
{
auto *snode = (ZCC_StaticArrayStatement *)node;
@ -959,6 +970,7 @@ void (* const TreeNodePrinter[NUM_AST_NODE_TYPES])(FLispString &, ZCC_TreeNode *
PrintExprClassCast,
PrintStaticArrayState,
PrintProperty,
PrintFlagDef,
};
FString ZCC_PrintAST(ZCC_TreeNode *root)