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https://github.com/TorqueGameEngines/Torque3D.git
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script stabilization tweaks
Con::EvalResult CodeBlock::exec - objectCreationStackIndex needs to be signed as we test if it goes sub-zero ConsoleValue Namespace::Entry::execute - compiler yells about returning a temp via std::move bool TorqueScriptRuntime::executeFile - report the name of the dso output file, not the source scxript input file
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3 changed files with 4 additions and 4 deletions
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@ -1202,7 +1202,7 @@ ConsoleValue Namespace::Entry::execute(S32 argc, ConsoleValue *argv, SimObject *
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break;
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}
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return std::move(result);
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return result;
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}
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//-----------------------------------------------------------------------------
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@ -666,7 +666,7 @@ Con::EvalResult CodeBlock::exec(U32 ip, const char* functionName, Namespace* thi
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StringTableEntry fnNamespace, fnPackage;
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static const U32 objectCreationStackSize = 32;
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U32 objectCreationStackIndex = 0;
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S32 objectCreationStackIndex = 0;
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struct {
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SimObject* newObject;
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U32 failJump;
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@ -1,4 +1,4 @@
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#include "runtime.h"
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#include "runtime.h"
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#include "codeBlock.h"
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#include "console/script.h"
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@ -386,7 +386,7 @@ namespace TorqueScript
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// We're all compiled, so let's run it.
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#ifdef TORQUE_DEBUG
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Con::printf("Loading compiled script %s.", scriptFileName);
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Con::printf("Loading compiled script %s.", nameBuffer);
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#endif
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CodeBlock* code = new CodeBlock;
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code->read(scriptFileName, *compiledStream);
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