- scriptified the functions in a_possessed.cpp and added the needed exports and constants.
- fixed: Script functions did not receive the function name when being created. - relaxed the asserts for PARAM_STATE, because the VM knows nothing about ATAG_STATE. Any state variable's content (e.g. Actor.SeeState) will receive ATAG_GENERIC, rather than ATAG_STATE. - added a 'NeedResult' flag so that certain operations can create shorter code if the result of the expression is not needed. So far only used for postdecrement/increment statements on local variables (which is the most frequent case where this matters.) - fixed postincrement and decrement for local variables. Due to the result preservation semantics it created faulty code.
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16 changed files with 246 additions and 170 deletions
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@ -77,7 +77,7 @@ bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info,
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{
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ActionCycles.Clock();
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static VMFrameStack stack;
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VMFrameStack stack;
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VMValue params[3] = { self, stateowner, VMValue(info, ATAG_STATEINFO) };
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// If the function returns a state, store it at *stateret.
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// If it doesn't return a state but stateret is non-NULL, we need
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