// C++
class GObject_c
{
int DataA;
float DataB;
void Update();
}
GObject_c Monsters[10];
// Angle Script
void UpdateMonster(GObject_c @Monster)
{
DataA = 12;
}
// C++
class GObject_c
{
int DataA;
float DataB;
void Update();
}
GObject_c Monsters[10];
// Angle Script
void UpdateMonster(GObject_c @Monster)
{
DataA = 12;
}
engine->RegisterObjectType("GObject", 0, asOBJ_REF);engine->RegisterObjectBehaviour("GObject", asBEHAVE_ADDREF, "void f()", asMETHOD(GObject, AddRef), asCALL_THISCALL);engine->RegisterObjectBehaviour("GObject", asBEHAVE_RELEASE, "void f()", asMETHOD(GObject, Release), asCALL_THISCALL);
void DummyFunc(void *) {}engine->RegisterObjectBehaviour("GObject", asBEHAVE_ADDREF, "void f()", asFUNCTION(DummyFunc), asCALL_CDECL_OBJLAST);engine->RegisterObjectBehaviour("GObject", asBEHAVE_RELEASE, "void f()", asFUNCTION(DummyFunc), asCALL_CDECL_OBJLAST);
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