some groundwork for the implementation of dynamic arrays
- created script exports for all relevant functions with all integral types. - created script side definitions for the underlying data types. - added a void pointer type so that the prototype for the pointer array can use a generic type every pointer can be assigned to.
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13 changed files with 938 additions and 9 deletions
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@ -796,9 +796,6 @@ void InitThingdef()
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playerf = new PField("WP_NOCHANGE", NewPointer(RUNTIME_CLASS(AWeapon), false), VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&wpnochg);
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GlobalSymbols.AddSymbol(playerf);
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// this needs to be done manually until it can be given a proper type.
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RUNTIME_CLASS(AActor)->AddNativeField("DecalGenerator", NewPointer(TypeVoid), myoffsetof(AActor, DecalGenerator));
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// synthesize a symbol for each flag from the flag name tables to avoid redundant declaration of them.
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for (auto &fl : FlagLists)
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{
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