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kozec

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  1. Thanks for both of Your answers.   You are right assuming thatm I implemented only as much as my own project needed, but I don't see fixing this as that big problem. Maybe I'm missing something?   Here is modified CScriptBuilder, patch and sample code that has said problem fixed (or I rather hope, but I made some tests and it looks good ) I moved #if preprocessing and entire inclusion before everything else is done, so, as You suggested, when CScriptBuilder encounters #include directive, it recursively calls AddSectionFromFile (or includeCallback) and rest of file is processed only after entire included section is added and parsed for #defines. This way, defining macros in included file and using it right away is possible.   But with this way of including, order of sections is reversed and included sections are added before section that includes them. To be honest, I'm not sure what, if anything does this mean. Does order have any importance?
  2. Hi!   There is one thing I really missing in AngelScript. Constants. I really like constants and have lot of 'em in my code, and it is real pain when I have to copy-paste-adapt them to script files. So I modified CScriptBuilder addon to enable #define directive and, when I was on it, #ifdef and #ifndef directives as well. This way, I can safely share my .h files between c++ and AngelScript with little compile time overhead and no memory loss.   And I thought I may share it as well - modified CScriptBuilder.c, CScriptBuilder.h and patch against files from Angelscript 2.26.1 SDK.   This patch enables following: C-style #define directive, but usable only for constants - no parametric macros Anything #defined as 1 or true is stored as "defined word" as well, so standard AngelScript's #if works with it C-style #ifdef and #ifndef directives, looking for both "defined words" and macro names Ability to negate #if directive with ! character ( #if !LINUX ... #endif ) and it shouldn't break any working code.   Only drawback is that it's using std::map to store macro definitions and that thing is not exactly speed daemon, so having lots of constants may prolong compile time (almost every word in script is compared to every defined macro.) I'm planing to code some more optimized map for this, but I wanted to keep thins simple for start.
  3. Great. Thank you very much for your help :)
  4. Hello again. I'm sorry for my late response, there were some trouble with my account and I was not able to login. Andreas, I modified your code a little so now its manifest same problem. Main difference is that my addListener method is in c++, not AS. Here is code and here is zipped eclipse project as well. When I launch this code, both addListener calls... EventSource@ x = cast(console); addListener(x, ET_READLINE); // source is first parameter addListener(cast(console), ET_READLINE); // source is first parameter ... should yield same results. In fact, output is: ASRefCast: returning 0x940010 addListener: source = 0x940010 addListener: source.value = 2a ASRefCast: returning 0x940010 addListener: source = 0x956400 addListener: source.value = 0 Value passed from typecasting function to addListener gets somehow changed I'm on ArchLinux (3.6.9-1-ARCH), x86_64, using angelscript 2.25.2, built from AUR. As compiler, g++ (from gcc package, version 4.7.2) is used.
  5. Hi. I'm trying to use AngelScript as scripting language in my one-day-it-will-be-game and I encountered weird problem today. I have two registered C++ classes, EventSource and ASConsole derived from it and registered method addListener(EventSource* source, ...)   Now, if I call addListener like this... ASConsole@ console; // This is actually global variable void main() { EventSource@ s = cast<EventSource>(console); module.addListener(s, ET_READLINE, onLine); loop(); } ... everything is OK. ASConsole is dynamic_cast-ed to EventSource, pointer is returned and addListener recieves same pointer. But, if I do this...  ASConsole@ console; // This is actually global variable void main() { module.addListener(cast<EventSource>(console), ET_READLINE, onLine); loop(); }   ... dynamic_cast returns one pointer (0x81a240), addListener recieves something else (0x8c5f98) and entire thing segfaults.   Am I doing something wrong? And, is there possibility to prevent segfault when this wrong method is used? I would like to let users to use some in-game scripting, but I really don't want to let them crash entire thing.