Age | Commit message (Collapse) | Author |
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terminated when being read from the savegame
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Basically, this changes "SaveLoad *" to either:
1) "SaveLoadTable" if a list of SaveLoads was meant
2) "SaveLoad &" if a single entry was meant
As added bonus, this removes SL_END / SLE_END / SLEG_END. This
also adds core/span.hpp, a "std::span"-lite.
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Also fix another possible memory leak
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Multiplayer games has the server add some flags to the cmd value during the handling.
These flags should not be included in the verification, mask them out. Without this
masking out, scripts tend to die when executing their first command in multiplayer.
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This can avoid out-of-memory situations due to single scripts using up the entire address space.
Instead, scripts that go above the maximum are killed.
The maximum is default 1 GB per script, but can be configured by a setting.
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be of type integer instead of boolean
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file io code instead of assuming MAX_PATH is okay
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and strecat.
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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progressing, thus break-on-log now works also for Game Scripts.
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(Hirundo)
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GameScript
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script.script_max_opcode_till_suspend
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duplication (and in time, different values)
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reusable by other script API instances
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