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KewlAzMe
11-17-2007, 10:59 PM
In many of the uc files I see multiple lines of this:

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

Is this some sort of hidden code placeholder?

Wormbo
11-18-2007, 02:37 AM
It's a replacement for "cpptext {...}" blocks. Appearantly this part of the compiler is still as hacky as in UT2004.

xtremexp
11-18-2007, 04:14 AM
perhaps it's for giving some help about some field of an actor.
I've seen some fields displaying "cpptext" string as an help. (mouse cursor above a field)

KewlAzMe
11-18-2007, 11:26 AM
It's a replacement for "cpptext {...}" blocks. Appearantly this part of the compiler is still as hacky as in UT2004.

Oh I see, so its not hidden code, just comments that didn't get added?

Eliot
11-18-2007, 11:54 AM
Oh I see, so its not hidden code, just comments that didn't get added?

no, the exporter didnt export the codes between the first cpptext
{
to
}

Xyx
11-19-2007, 04:56 AM
Anywhere I could get a look at the c++ source? I grabbed a zip off Unreal Wiki that had some UT2004 c++ source, and that was very interesting. Tons of classes (again, *sigh*) are infested with native code, screwing up many applications of inheritance.

Wormbo
11-19-2007, 05:45 AM
Indeed, it's sad to see so much got moved to native code. I hope Epic will release at least some of them so mod authors get a chance to understand certain classes' behavior.

kisk
11-19-2007, 06:31 AM
does 'ut3 make' even recognize c++ ?

I'd test it now but I'm about to head to work..

Joe Wilcox
11-19-2007, 10:03 AM
CPPTEXT is a block that will be added to the class definition in the .h of a native class when the headers are auto-generated. It allows us to move away from making class noexport and having everything auto-managed. I BELIEVE the current plan is to include the CPPTEXT blocks when we release the script source but it's not my decision so don't quote me on it :D

Yes, there is a lot more native code this time around. Script execution time is a bottleneck on lower end machines and consoles so we spent a good deal of time optimizing things. If you have a question about how something works internally, just ask. For UT2K4 we released portions of native code so mod authors could see what's happening under the hood. I suspect this will be the case with UT3.

KewlAzMe
11-19-2007, 10:06 AM
Thanks for the response Joe! We are very appreciative.:)