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Documentation updates (#109)
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MiranDMC authored Mar 22, 2024
1 parent ef11b98 commit 61d8d12
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Showing 2 changed files with 5 additions and 3 deletions.
6 changes: 4 additions & 2 deletions CHANGELOG.md
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Expand Up @@ -54,7 +54,7 @@
- new opcode **2601 ([is_text_equal](https://library.sannybuilder.com/#/sa/text/2601))**
- new opcode **2602 ([is_text_in_text](https://library.sannybuilder.com/#/sa/text/2602))**
- new opcode **2603 ([is_text_prefix](https://library.sannybuilder.com/#/sa/text/2603))**
- new opcode **2604 ([is_text_suffix](https://library.sannybuilder.com/#/sa/text/2604))**
- new opcode **2604 ([is_text_suffix](https://library.sannybuilder.com/#/sa/text/2604))**
- new and updated opcodes
- implemented support for **memory pointer string** arguments for all game's native opcodes
- **0B1E ([sign_extend](https://library.sannybuilder.com/#/sa/bitwise/0B1E))**
Expand All @@ -65,14 +65,16 @@
- 'argument count' parameter of **0AB2 (cleo_return)** is now optional. `cleo_return 0` can be written as `cleo_return`
- **cleo_return_\*** opcodes now can pass strings as return arguments
- SCM functions **(0AB1)** now keep their own GOSUB's call stack
- fixed bug in **0AD4 ([scan_string](https://library.sannybuilder.com/#/sa/text/2604))** causing data overruns when reading strins longer than target variable
- fixed result register not being cleared before function call in opcodes **0AA7** and **0AA8**
- changes in file operations
- file paths can now use 'virtual absolute paths'. Use prefix in file path strings to access predefined locations:
- `root:\` for _game root_ directory
- `userfiles:\` for _game save files_ directory
- `.\` for _this script file_ directory
- `cleo:\` for _CLEO_ directory
- `modules:\` for _CLEO\cleo_modules_ directory
- rewritten opcode **0A99 (set_current_directory)**. It no longer affects internal game state and other scripts
- rewritten opcode **0A99 (set_current_directory)**. Now it no longer affects internal game state or current directory in other scripts
- improved error handling
- more detailed error messages in multiple scenarios
- some errors now cause the script to pause, instead of crashing the game
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2 changes: 1 addition & 1 deletion cleo_plugins/Audio/Audio.cpp
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Expand Up @@ -401,7 +401,7 @@ class Audio
return OR_CONTINUE;
}

//250A=2,set_audio_stream_type %1d%
//250A=2,set_audio_stream_type %1d% type %2d%
static OpcodeResult __stdcall opcode_250A(CScriptThread* thread)
{
auto stream = (CAudioStream*)OPCODE_READ_PARAM_UINT(); VALIDATE_STREAM();
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