Y-Less
Y-Less
I had another look at merging this one today. It's still quite controversial, simply due to the number of new warnings thrown up for idiomatic pawn code, so I'm not...
How is this different to #463 ? Does it address the issues raised there? And why are there 4000+ lines changed in sc2.c?
I suspect it was just some auto-formatting from your editor.
OK, I've not read too carefully yet - I'll get to that. But one thing is that I really don't think that whatever the feature is should hide the size...
> 1. what should be printed by the following code: > > new Player:x; > main () { printf("%d", _:x); } Without major reworking, that would print the value of...
Something to consider, as a middle-ground between abandoning enums entirely for totally new syntax, and keeping the good parts without issues like name scope: https://www.nextptr.com/tutorial/ta1423015134/scoped-class-enums-fundamentals-and-examples
If we did have `enum struct` instead, we could have `enum const` as well for enums explicitly only for use as values, with the same scoping rules. I.e. these would...
Sort of inspired by a hybrid of C++ `enum struct` and Pawn 4 `const` structs.
Because C++ `enum struct` is more like what I just suggested for `enum const`, I'll make my idea for pawn `enum struct` more explicit. Old code: ```pawn enum E_HOOK_NAME_REPLACEMENT_DATA {...
Pawn is based on cells. One variable is one cell. Anything more than one cell is an array, using `[]`. This syntax is confusing the situation, because now just looking...