Esempio n. 1
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DEFINE_ACTION_FUNCTION(FDynArray_F64, Reserve)
{
	PARAM_SELF_STRUCT_PROLOGUE(FDynArray_F64);
	PARAM_INT(count);
	ACTION_RETURN_INT(self->Reserve(count));
}
Esempio n. 2
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DEFINE_ACTION_FUNCTION(FDynArray_F64, Pop)
{
	PARAM_SELF_STRUCT_PROLOGUE(FDynArray_F64);
	ACTION_RETURN_BOOL(self->Pop());
}
Esempio n. 3
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DEFINE_ACTION_FUNCTION(FDynArray_F64, ShrinkToFit)
{
	PARAM_SELF_STRUCT_PROLOGUE(FDynArray_F64);
	self->ShrinkToFit();
	return 0;
}
Esempio n. 4
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DEFINE_ACTION_FUNCTION(FDynArray_F32, Find)
{
	PARAM_SELF_STRUCT_PROLOGUE(FDynArray_F32);
	PARAM_FLOAT(val);
	ACTION_RETURN_INT(self->Find((float)val));
}
Esempio n. 5
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DEFINE_ACTION_FUNCTION(FDynArray_F64, Push)
{
	PARAM_SELF_STRUCT_PROLOGUE(FDynArray_F64);
	PARAM_FLOAT(val);
	ACTION_RETURN_INT(self->Push(val));
}
Esempio n. 6
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DEFINE_ACTION_FUNCTION(FSavegameManager, ReadSaveStrings)
{
	PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
	self->ReadSaveStrings();
	return 0;
}
Esempio n. 7
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DEFINE_ACTION_FUNCTION(FDynArray_I16, Find)
{
	PARAM_SELF_STRUCT_PROLOGUE(FDynArray_I16);
	PARAM_INT(val);
	ACTION_RETURN_INT(self->Find(val));
}
Esempio n. 8
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DEFINE_ACTION_FUNCTION(FSavegameManager, InsertNewSaveNode)
{
	PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
	self->InsertNewSaveNode();
	return 0;
}
Esempio n. 9
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DEFINE_ACTION_FUNCTION(FSavegameManager, RemoveNewSaveNode)
{
	PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
	ACTION_RETURN_INT(self->RemoveNewSaveNode());
}
Esempio n. 10
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DEFINE_ACTION_FUNCTION(FSavegameManager, SavegameCount)
{
	PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
	ACTION_RETURN_INT(self->SavegameCount());
}
Esempio n. 11
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DEFINE_ACTION_FUNCTION(FSavegameManager, GetSavegame)
{
	PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
	PARAM_INT(i);
	ACTION_RETURN_POINTER(self->GetSavegame(i));
}
Esempio n. 12
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DEFINE_ACTION_FUNCTION(FSavegameManager, ClearSaveStuff)
{
	PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
	self->ClearSaveStuff();
	return 0;
}
Esempio n. 13
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DEFINE_ACTION_FUNCTION(FSavegameManager, UnloadSaveData)
{
	PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
	self->UnloadSaveData();
	return 0;
}
Esempio n. 14
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DEFINE_ACTION_FUNCTION(FSavegameManager, ExtractSaveData)
{
	PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
	PARAM_INT(sel);
	ACTION_RETURN_INT(self->ExtractSaveData(sel));
}
Esempio n. 15
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DEFINE_ACTION_FUNCTION(FDynArray_F64, Max)
{
	PARAM_SELF_STRUCT_PROLOGUE(FDynArray_F64);
	ACTION_RETURN_INT(self->Max());
}
Esempio n. 16
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DEFINE_ACTION_FUNCTION(_PlayerInfo, GetPSprite)	// the underscore is needed to get past the name mangler which removes the first clas name character to match the class representation (needs to be fixed in a later commit)
{
	PARAM_SELF_STRUCT_PROLOGUE(player_t);
	PARAM_INT(id);
	ACTION_RETURN_OBJECT(self->GetPSprite((PSPLayers)id));
}
Esempio n. 17
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DEFINE_ACTION_FUNCTION(FDynArray_F64, Clear)
{
	PARAM_SELF_STRUCT_PROLOGUE(FDynArray_F64);
	self->Clear();
	return 0;
}
Esempio n. 18
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DEFINE_ACTION_FUNCTION(FSavegameManager, RemoveSaveSlot)
{
	PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
	PARAM_INT(sel);
	ACTION_RETURN_INT(self->RemoveSaveSlot(sel));
}