Constants with same name in different functions (UE1)
The UE1 compiler UCC.EXE does not support constants with the same name in different functions.
Example:
class test expands Object; function Nothing1() { const CDebug = true; return; } function Nothing2() { const CDebug = true; return; }
On compiling this, a GPF occurs:
Parsing Test General protection fault!
History: FScriptCompiler::CompileConst <- Const <- FScriptCompiler::CompileDeclaration <- FScriptCompiler::CompileStatement <- FirstPass <- TryCompile <- FScriptCompiler::CompileScript <- (Class BarbiesWorld.Test, Pass 0, Line 9) <- MakeScript <- MakeScript <- DoScripts <- UEditorEngine::MakeScripts <- UMakeCommandlet::Main
Exiting due to error
--SeriousBarbie (talk) 23:33, 18 November 2015 (EST)
- That's because it doesn't really apply the scpoing concept to constants. They are always global to the class. —Wormbo 00:11, 19 November 2015 (EST)
- I did not find any scope description in the article - therefore I found it worth to mention here. (BTW: UScript is the first language I saw where the scope of local definitions extends that area.) --SeriousBarbie (talk) 00:29, 19 November 2015 (EST)
- Well, the UnrealScript compiler is really basic compared to other languages - and it's written in really messy code. All these weird things are essentially compiler bugs. —Wormbo 10:28, 20 November 2015 (EST)
Page Information
2022-12-07T08:28:18.840173Z
2015-11-20T15:28:51Z
Wormbo
ah yes, the UScript compiler...
https://wiki.beyondunreal.com/Talk:Constants
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