Replace C4AulScript::GetFunc with C4PropList::GetFunc/Call

rope
Günther Brammer 2011-10-15 22:07:45 +02:00
parent 497cd5cffc
commit f3854e87f8
2 changed files with 2 additions and 4 deletions

View File

@ -1172,10 +1172,8 @@ bool C4PlayerControl::ExecuteControlScript(int32_t iControl, C4ID idControlExtra
x = rKeyExtraData.game_x; y = rKeyExtraData.game_y;
}
// exec control function
C4AulFunc *pFunc = ::ScriptEngine.GetFunc(PSF_PlayerControl, &ScriptEngine, NULL);
if (!pFunc) return false;
C4AulParSet Pars(C4VInt(iPlr), C4VInt(iControl), C4VPropList(C4Id2Def(idControlExtraData)), C4VInt(x), C4VInt(y), C4VInt(rKeyExtraData.iStrength), C4VBool(fRepeated), C4VBool(fUp));
return !!pFunc->Exec(NULL, &Pars);
return ::ScriptEngine.GetPropList()->Call(PSF_PlayerControl, &Pars).getBool();
}

View File

@ -2658,7 +2658,7 @@ void C4AulParseState::Parse_Local()
if (TokenType != ATT_IDTF)
UnexpectedToken("variable name");
// check: symbol already in use?
if (a->GetFunc(Idtf))
if (a->GetPropList() && a->GetPropList()->GetFunc(Idtf))
throw new C4AulParseError(this, "variable definition: name already in use");
// insert variable
a->LocalNamed.AddName(Idtf);