Comments (4)
I wanted to implement this the "proper" way and actually propagate type information from functions to variables and script input parameters, so that things like ps4_draw_screen_border(1337, 0, 0)
are resolved properly too, but I didn't get around to it yet. Also, there is a whole ton more functions like these - background_draw
, sprite_draw
, draw_set_font
, room_goto
and more.
And instance_exists
actually can take either an object type (as in ID in OBJT) or an instance ID (as in the thing that is set per-instance in ROOM) - this is why the instance IDs are always huge numbers.
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Started working on this in b04d80a. Now the only thing left is to finish writing the huuuge list of builtin function parameters so that it has something to infer the types from.
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Pretty much finished. The database may still be missing some minor new functions from GMS2 but they are rarely used.
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Related Issues (20)
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