somehow missed these files

pull/1/head
an 2019-08-14 06:38:33 -04:00
parent 8081cd640b
commit 37e4f2a68b
6 changed files with 94 additions and 94 deletions

View File

@ -38,7 +38,7 @@ A class is formed with the syntax:
```
class Identifier $[ : Base-class]$ $[Class-flags...]$
{
$[Class-content...]$
$[Class-content...]$
}
```
@ -108,14 +108,14 @@ Basic class definition with a member variable and member function.
```
class BasicClass
{
// "m_Thing" is attached to any "instance" of BasicClass.
int m_Thing;
// "m_Thing" is attached to any "instance" of BasicClass.
int m_Thing;
// Changes "m_Thing" to 500 on an instance of BasicClass.
void ChangeThing()
{
m_Thing = 500;
}
// Changes "m_Thing" to 500 on an instance of BasicClass.
void ChangeThing()
{
m_Thing = 500;
}
}
```
@ -186,21 +186,21 @@ A class with some properties.
```
class MyCoolActor : Actor
{
// You can set defined properties in a "default" block like in DECORATE.
// This will also be available in DECORATE code that inherits your class!
default
{
MyCoolActor.MyCoolMember 5000;
MyCoolActor.MyCoolMemberList 501, 502;
}
// You can set defined properties in a "default" block like in DECORATE.
// This will also be available in DECORATE code that inherits your class!
default
{
MyCoolActor.MyCoolMember 5000;
MyCoolActor.MyCoolMemberList 501, 502;
}
// Declare some members.
int m_MyCoolMember;
int m_CoolMember1, m_CoolMember2;
// Declare some members.
int m_MyCoolMember;
int m_CoolMember1, m_CoolMember2;
// Declare some properties attached to our members.
property MyCoolMember: m_MyCoolMember;
property MyCoolMemberList: m_CoolMember1, m_CoolMember2;
// Declare some properties attached to our members.
property MyCoolMember: m_MyCoolMember;
property MyCoolMemberList: m_CoolMember1, m_CoolMember2;
}
```
@ -242,29 +242,29 @@ A class with some flags.
```
class MyCoolActorWithFlags : Actor
{
// You can set defined flag in a "default" block like in DECORATE.
// This will also be available in DECORATE code that inherits your class!
// Hey, those sentences sounded familiar...
default
{
+MyCoolActorWithFlags.ThisOneIsOn
-MyCoolActorWithFlags.ThisOneIsOff
}
// You can set defined flag in a "default" block like in DECORATE.
// This will also be available in DECORATE code that inherits your class!
// Hey, those sentences sounded familiar...
default
{
+MyCoolActorWithFlags.ThisOneIsOn
-MyCoolActorWithFlags.ThisOneIsOff
}
// Declare a flag field for all of the flags. This can hold up to 32 flags.
int m_Flags;
// Declare a flag field for all of the flags. This can hold up to 32 flags.
int m_Flags;
// Declare the flags, one at a time...
flagdef ThisOneIsOn: m_Flags, 0;
flagdef ThisOneIsOff: m_Flags, 1;
flagdef ThisOneAliasesOn: m_Flags, 0;
// Declare the flags, one at a time...
flagdef ThisOneIsOn: m_Flags, 0;
flagdef ThisOneIsOff: m_Flags, 1;
flagdef ThisOneAliasesOn: m_Flags, 0;
// Unnecessary, since you can just access it directly, but this demonstrates
// how declared flags can be used in methods.
bool CheckIfOnIsOn()
{
return bThisOneIsOn;
}
// Unnecessary, since you can just access it directly, but this demonstrates
// how declared flags can be used in methods.
bool CheckIfOnIsOn()
{
return bThisOneIsOn;
}
}
```
@ -281,7 +281,7 @@ ZScript, for syntax flexibility purposes, it must be enclosed in a block with
```
default
{
$[Default-statement...]$
$[Default-statement...]$
}
```
@ -333,7 +333,7 @@ A state definition block has the syntax:
```
states $[ ( Scope $[ , Scope]$... ) ]$
{
$[State-or-label...]$
$[State-or-label...]$
}
```

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@ -16,7 +16,7 @@ An enumeration definition takes the form:
```
enum Identifier $[ : Integer-type]$
{
$[Enumerator $[ , Enumerator]$... $[ , ]$]$
$[Enumerator $[ , Enumerator]$... $[ , ]$]$
}
```
@ -39,20 +39,20 @@ Identifier $[ = Expression]$
// Basic enumeration.
enum MyCoolEnum
{
A_THING, // Has value int(0) ...
BEES, // ... 1 ...
CALCIUM, // ... 2 ...
DEXTROSE, // ... and 3.
A_THING, // Has value int(0) ...
BEES, // ... 1 ...
CALCIUM, // ... 2 ...
DEXTROSE, // ... and 3.
}
// Less trivial example.
enum MyCoolerEnum : int16
{
A = 500, // Has value int16(500),
B, // 501,
C = 200,
D, // 201,
E, // and 202.
A = 500, // Has value int16(500),
B, // 501,
C = 200,
D, // 201,
E, // and 202.
}
```
<!-- EOF -->

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@ -23,7 +23,7 @@ Methods are formed as so:
```
$[Method-definition-flags...]$ Type $[ , Type]$... Identifier ( $[Method-argument-list]$ ) $[ const ]$
{
$[Statement...]$
$[Statement...]$
}
```

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@ -31,7 +31,7 @@ A compound statement is formed as:
```
{
$[Statement...]$
$[Statement...]$
}
```
@ -78,17 +78,17 @@ if ( Expression ) Statement $[ else Statement]$
// Simple conditional.
if(a)
B();
B();
// Simple conditional, with else statement and a block.
if(a)
{
B();
c = d;
B();
c = d;
}
else
e = f;
e = f;
```
# Switch Statements
@ -108,17 +108,17 @@ switch ( Expression ) Statement
switch(a)
{
case 500:
Console.PrintF("a is 500");
break;
Console.PrintF("a is 500");
break;
case 501:
Console.PrintF("a is 501");
// Falls through to the next case.
Console.PrintF("a is 501");
// Falls through to the next case.
case 502:
Console.PrintF("a is 501 or 502");
break;
Console.PrintF("a is 501 or 502");
break;
default:
Console.PrintF("not sure what a is!");
// "break" is implied here.
Console.PrintF("not sure what a is!");
// "break" is implied here.
}
```
@ -152,11 +152,11 @@ iteration is complete. The `do while` and `do until` loops are formed as such:
```
do
Statement
Statement
while ( Expression ) // unlike C, you don't need a semicolon here
do
Statement
Statement
until ( Expression )
```
@ -195,47 +195,47 @@ return $[Expression $[ , Expression]$...]$ ;
// Use of "continue."
for(int i = 0; i < 50; i++)
{
// Don't do anything when "i" is 25.
if(i == 25)
continue;
// Don't do anything when "i" is 25.
if(i == 25)
continue;
DoThing(i);
DoThing(i);
}
// Use of "break."
for(int i = 0; i < 50; i++)
{
// "break" when "i" is 25.
if(i == 25)
break;
// "break" when "i" is 25.
if(i == 25)
break;
DoThing(i);
DoThing(i);
}
// Use of `return` in various contexts.
void ReturnsNothing()
{
// Exit early if "m_Thing" isn't 50.
if(m_Thing != 50)
return;
// Exit early if "m_Thing" isn't 50.
if(m_Thing != 50)
return;
DoThing(m_Thing);
DoThing(m_Thing);
}
int ReturnsInt()
{
// "m_Thing" is 50, so return 50.
if(m_Thing == 50)
return 50;
// "m_Thing" is 50, so return 50.
if(m_Thing == 50)
return 50;
// Must have a return, eventually.
return 0;
// Must have a return, eventually.
return 0;
}
int, int ReturnsTwoInts()
{
// Returns 1 and 2.
return 1, 2;
// Returns 1 and 2.
return 1, 2;
}
```

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@ -27,7 +27,7 @@ A structure takes the form of:
```
struct Identifier $[Structure-flags...]$
{
$[Structure-content...]$
$[Structure-content...]$
}
```
@ -39,9 +39,9 @@ Optionally followed by a semicolon.
// Simple structure.
struct MyCoolStructure
{
int X;
int Y;
int Z;
int X;
int Y;
int Z;
}
```

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@ -235,8 +235,8 @@ so the following:
```
for(int i = 0; i < 5; i++)
{
array<int> a;
a.Push(0);
array<int> a;
a.Push(0);
}
```