User:00zX/UScriptIt (UDK)
UScriptIt
Example of macro usage we need our auto-caster to go in first before the macros are parsed, some might require afterwards so we end up doing a 2 stage compile.
Shortening Locals
<uscript> `define l local `define lb `{l} bool `define lf `{l} float `define ls `{l} string
`define elif else if </uscript>
Iterators
<uscript> `define i index `define j ondex `define li `{l} int `{i} `define lj `{l} int `{j} </uscript>
Automatic casts
Set / Check / Return
Macro
<uscript> `define CheckRet(Obj) if(`Obj == none) return `define SetToDefault(Obj, Var) `{Obj}.`{Var} = `{Obj}.Default.`{Var} `define SetVar(Obj, Var) `{Obj}.`{Var} = `{Var} </uscript>
Usage
<uscript> `SetVar(`P, CustomGravityScaling); `P.MaxDoubleJumpHeight = 110; //87.0 `P.DoubleJumpThreshold = 200.0; //160.0 `P.FallSpeedThreshold = 150.0; //125.0
/** */ `CheckRet(`MProj()_`{P}(`{P}));
`SetVar(`MProj()_`{P}(`{P}), bCanDodge); `SetVar(`MProj()_`{P}(`{P}), bCanWalldodge); </uscript>
Output
<uscript> Pawn.CustomGravityScaling = CustomGravityScaling; Pawn.MaxDoubleJumpHeight = 110; //87.0 Pawn.DoubleJumpThreshold = 200.0; //160.0 Pawn.FallSpeedThreshold = 150.0; //125.0
/** */ if(Plugin_Pawn(Pawn)== none) return;
Plugin_Pawn(Pawn).bCanDodge = bCanDodge; Plugin_Pawn(Pawn).bCanWalldodge = bCanWalldodge;
Iterators
Macro
<uscript> `define fore(this, tmpv) foreach `{this}(`{tmpv}) `define ifind(Ar) `{i} = `Ar.find('`n', `ac) </uscript>