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https://github.com/TorqueGameEngines/Torque3D.git
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Beginnings of the "pass everything using a native type wrapper" console code.
- ConsoleValue class is now the base value class. - ConsoleValueRef is now used to supply function parameters. Values are disposable. - Script functions return values instead of just strings where possible. - Variables can be disposable strings - Bytecode changed Fix the issues with console method parameters and fields which prevented missions from loading.
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68 changed files with 1511 additions and 529 deletions
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@ -34,6 +34,7 @@
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// Forward Refs
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class SimObject;
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class Semaphore;
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class ConsoleValue;
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/// Represents a queued event in the sim.
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///
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@ -82,6 +83,8 @@ public:
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virtual void process(SimObject *object)=0;
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};
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class ConsoleValueRef;
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/// Implementation of schedule() function.
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///
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/// This allows you to set a console function to be
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@ -90,7 +93,7 @@ class SimConsoleEvent : public SimEvent
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{
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protected:
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S32 mArgc;
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char **mArgv;
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ConsoleValueRef *mArgv;
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bool mOnObject;
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public:
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@ -107,7 +110,7 @@ public:
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///
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/// @see Con::execute(S32 argc, const char *argv[])
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/// @see Con::execute(SimObject *object, S32 argc, const char *argv[])
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SimConsoleEvent(S32 argc, const char **argv, bool onObject);
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SimConsoleEvent(S32 argc, ConsoleValueRef *argv, bool onObject);
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~SimConsoleEvent();
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virtual void process(SimObject *object);
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@ -131,7 +134,7 @@ class SimConsoleThreadExecEvent : public SimConsoleEvent
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SimConsoleThreadExecCallback *cb;
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public:
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SimConsoleThreadExecEvent(S32 argc, const char **argv, bool onObject, SimConsoleThreadExecCallback *callback);
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SimConsoleThreadExecEvent(S32 argc, ConsoleValueRef *argv, bool onObject, SimConsoleThreadExecCallback *callback);
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virtual void process(SimObject *object);
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};
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