- use the function defaults from the script instead of explicitly setting them again in the code. This is a needless cause of potential errors and since the values are readily available now it's better to use them in the functions.
- fixed: ZCCCompiler did not process array access nodes. - fixed: Function argument names were not placed in the destination list by the compiler. - scriptified several trivial functions from p_actionfunctions.cpp.
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parent
66b1f36e56
commit
948ef62fcd
13 changed files with 707 additions and 996 deletions
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@ -67,8 +67,8 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF, SPECIAL, APlayerPawn, flags),
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DEFINE_FLAG(MF, SOLID, AActor, flags),
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DEFINE_FLAG(MF, SHOOTABLE, AActor, flags),
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DEFINE_READONLY_FLAG(MF, NOSECTOR, AActor, flags),
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DEFINE_READONLY_FLAG(MF, NOBLOCKMAP, AActor, flags),
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DEFINE_FLAG(MF, NOSECTOR, AActor, flags),
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DEFINE_FLAG(MF, NOBLOCKMAP, AActor, flags),
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DEFINE_FLAG(MF, AMBUSH, AActor, flags),
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DEFINE_FLAG(MF, JUSTHIT, AActor, flags),
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DEFINE_FLAG(MF, JUSTATTACKED, AActor, flags),
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@ -84,8 +84,8 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF, NOBLOOD, AActor, flags),
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DEFINE_FLAG(MF, CORPSE, AActor, flags),
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DEFINE_FLAG(MF, INFLOAT, AActor, flags),
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DEFINE_READONLY_FLAG(MF, COUNTKILL, AActor, flags),
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DEFINE_READONLY_FLAG(MF, COUNTITEM, AActor, flags),
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DEFINE_FLAG(MF, COUNTKILL, AActor, flags),
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DEFINE_FLAG(MF, COUNTITEM, AActor, flags),
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DEFINE_FLAG(MF, SKULLFLY, AActor, flags),
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DEFINE_FLAG(MF, NOTDMATCH, AActor, flags),
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DEFINE_FLAG(MF, SPAWNSOUNDSOURCE, AActor, flags),
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@ -186,7 +186,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF5, GETOWNER, AActor, flags5),
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DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
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DEFINE_FLAG(MF5, NOFORWARDFALL, AActor, flags5),
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DEFINE_READONLY_FLAG(MF5, COUNTSECRET, AActor, flags5),
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DEFINE_FLAG(MF5, COUNTSECRET, AActor, flags5),
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DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
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DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
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DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
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@ -677,10 +677,20 @@ void InitThingdef()
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symt.AddSymbol(new PField(NAME_ReactionTime, TypeSInt32, VARF_Native, myoffsetof(AActor, reactiontime)));
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symt.AddSymbol(new PField(NAME_MeleeRange, TypeFloat64, VARF_Native, myoffsetof(AActor, meleerange)));
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symt.AddSymbol(new PField(NAME_Speed, TypeFloat64, VARF_Native, myoffsetof(AActor, Speed)));
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symt.AddSymbol(new PField(NAME_Threshold, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, threshold)));
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symt.AddSymbol(new PField("FloatSpeed", TypeFloat64, VARF_Native, myoffsetof(AActor, FloatSpeed)));
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symt.AddSymbol(new PField("PainThreshold", TypeSInt32, VARF_Native, myoffsetof(AActor, PainThreshold)));
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symt.AddSymbol(new PField("spriteAngle", TypeFloat64, VARF_Native, myoffsetof(AActor, SpriteAngle)));
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symt.AddSymbol(new PField("spriteRotation", TypeFloat64, VARF_Native, myoffsetof(AActor, SpriteRotation)));
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symt.AddSymbol(new PField(NAME_Threshold, TypeSInt32, VARF_Native, myoffsetof(AActor, threshold)));
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symt.AddSymbol(new PField(NAME_DefThreshold, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, DefThreshold)));
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symt.AddSymbol(new PField(NAME_Damage, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, DamageVal)));
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symt.AddSymbol(new PField("visdir", TypeSInt32, VARF_Native, myoffsetof(AActor, visdir)));
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symt.AddSymbol(new PField("Gravity", TypeFloat64, VARF_Native, myoffsetof(AActor, Gravity)));
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symt.AddSymbol(new PField("DamageType", TypeName, VARF_Native, myoffsetof(AActor, DamageType)));
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symt.AddSymbol(new PField("FloatBobPhase", TypeUInt8, VARF_Native, myoffsetof(AActor, FloatBobPhase)));
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symt.AddSymbol(new PField("RipperLevel", TypeSInt32, VARF_Native, myoffsetof(AActor, RipperLevel)));
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symt.AddSymbol(new PField("RipLevelMin", TypeSInt32, VARF_Native, myoffsetof(AActor, RipLevelMin)));
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symt.AddSymbol(new PField("RipLevelMax", TypeSInt32, VARF_Native, myoffsetof(AActor, RipLevelMax)));
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symt.AddSymbol(new PField(NAME_VisibleStartAngle, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleStartAngle)));
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symt.AddSymbol(new PField(NAME_VisibleStartPitch, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleStartPitch)));
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symt.AddSymbol(new PField(NAME_VisibleEndAngle, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleEndAngle)));
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@ -693,6 +703,8 @@ void InitThingdef()
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symt.AddSymbol(new PField(NAME_Target, TypeActor, VARF_Native, myoffsetof(AActor, target)));
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symt.AddSymbol(new PField(NAME_Master, TypeActor, VARF_Native, myoffsetof(AActor, master)));
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symt.AddSymbol(new PField(NAME_Tracer, TypeActor, VARF_Native, myoffsetof(AActor, tracer)));
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symt.AddSymbol(new PField("LastHeard", TypeActor, VARF_Native, myoffsetof(AActor, LastHeard)));
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symt.AddSymbol(new PField("LastEnemy", TypeActor, VARF_Native, myoffsetof(AActor, lastenemy)));
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// synthesize a symbol for each flag. The bounce flags are excluded on purpose.
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for (size_t i = 0; i < countof(ActorFlagDefs); i++)
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