For example, the proplist in Clonk.ActMap.Walk is saved as DClonk.ActMap.Walk.
Should the script defining the proplist change while the savegame is stored,
the proplist will have the new contents instead of the old ones after savegame
load.
Also, save functions as DFlint.Hit instead of fDFlint.Hit. Loading uses the same
code as static proplist loading.
Curiously, this makes g++ 4.4 use the C4RefCntPointer move constructor,
which was broken until now. Fix it to take a mutable rvalue reference.
The rules for ctx->Obj and ctx->Def changed recently. The latter is now the
real this pointer, and Obj is Def->GetObject(). There's no need to check
this in FnTranslate.
This short-circuiting operator will evaluate to its first operand if the operand
is not nil, or to its second operand otherwise. Its intended use is to simplify
defaulting expressions that may evaluate to nil to a valid value.
So the only thing #appendtos may contain are lokal functions and variables,
which are only reachable via the Definition the script is appended to, and
global constants and variables, which only need to be parsed once. Thus,
#appendto scripts can skip being parsed without a definition, and the
errors that sometimes produces are gone.
This was probably broken by the C4V_Any/C4V_Nil separation. Also clean
the function up a bit and add an assert that should catch similar stuff in
the future.
The global variables ended up with the temporary name list created during
load that didn't necessarily contain all variables or even in the right
order. As far as I can tell, this happened since 2005, but nobody noticed
because the list of global variables didn't tend to change between save and
load.
For functions that are not appended/included, this is done by reusing them.
Functions that are not in the new script version are left with their code
raising and error. Appended/included functions are handled by a reference count.
The parser doesn't need it to find the functions it has to parse anymore.
And the global proplist can be cleared before removing the functions,
instead of having engine functions deregister themselves and script
functions being deregistered when their linked function is removed.
Instead of carefully inserting functions at the start or end of the list,
build the list just before the parser runs, at the same time as filling
the proplist where the functions are looked up.
This way, the overloaded function is simply the one that was previously in
the proplist, is not needed outside of the overloading function, and can thus
be replaced in the proplist.