User:00zX/UScriptIt (UDK)

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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; </uscript>

Iterators
Macro

<uscript> `define fore(this, tmpv) foreach `{this}(`{tmpv}) `define ifind(Ar) `{i} = `Ar.find('`n', `ac) </uscript>

Usage
Output

Links

http://forums.epicgames.com/threads/809064-UScriptIt-Generator-Parser