Initial Commit
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#pragma once
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#include "dllmain.h"
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#include <memory>
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#include <sstream>
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#include <iomanip>
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#include <list>
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// Rev-engineered from https://github.com/blitz-research/blitz3d/blob/master/compiler/declnode.cpp
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#define BBVARTYPE_GLOBAL 0
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#define BBVARTYPE_INT 1
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#define BBVARTYPE_FLOAT 2
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#define BBVARTYPE_UNUSED 3
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#define BBVARTYPE_STRING 4
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#define BBVARTYPE_TYPE 5
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#define BBVARTYPE_ARRAY 6
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struct BBVar {
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unsigned int Type;
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};
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struct BBVarElement {
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int* currentPtr; // Points towards fields.
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BBVarElement* nextPtr;
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BBVarElement* prevPtr;
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void* BBVarTypePtr;
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unsigned int refCount; // Fields usually follow here, may be at another location, see currentPtr.
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};
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struct BBVarType : BBVar {
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BBVarElement used, free;
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unsigned int fieldCount; // Field Info follows (Exactly <fieldCount> int pointers to variable struct)
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//BBVar* fields[];
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};
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struct BlitzTypeInfo {
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BBVarType *type;
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BBVarElement *lastNextPtr, *lastPrevPtr;
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BBVarElement *ourNextPtr, *ourPrevPtr;
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};
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void BlitzList_OnProcessAttach();
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void BlitzList_OnProcessDetach();
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DLL_EXPORT void* BlitzList_New(void* type);
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DLL_EXPORT void BlitzList_Activate(void* list);
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DLL_EXPORT void BlitzList_Deactivate(void* list);
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DLL_EXPORT void BlitzList_Delete(void* list);
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