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https://github.com/TorqueGameEngines/Torque3D.git
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Improvements to console refactor code
- Prevent stack corruption in a few places - Use correct type in printfs - Reduce type conversions in EngineApi & dAto* - Fix compilation on GCC - Tidy up code
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e99eadd61f
commit
08d4f6ebc0
58 changed files with 733 additions and 690 deletions
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@ -471,7 +471,7 @@ ConsoleMethod( EventManager, subscribe, bool, 4, 5, "( SimObject listener, Strin
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return false;
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}
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return object->subscribe( cbObj, argv[3], argc > 4 ? argv[4] : NULL );
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return object->subscribe( cbObj, argv[3], argc > 4 ? (const char*)argv[4] : NULL );
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}
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ConsoleMethod( EventManager, remove, void, 4, 4, "( SimObject listener, String event )\n\n"
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@ -566,7 +566,7 @@ ConsoleMethod( UndoManager, pushCompound, const char*, 2, 3, "( string name=\"\"
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{
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String name;
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if( argc > 2 )
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name = (String)argv[ 2 ];
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name = (const char*)argv[ 2 ];
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CompoundUndoAction* action = object->pushCompound( name );
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if( !action )
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@ -584,7 +584,7 @@ ConsoleMethod( UndoManager, popCompound, void, 2, 3, "( bool discard=false ) - P
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{
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if( !object->getCompoundStackDepth() )
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{
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Con::errorf( "%s::popCompound - no compound on stack", argv[ 0 ] );
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Con::errorf( "%s::popCompound - no compound on stack", (const char*)argv[ 0 ] );
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return;
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}
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