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2.2 LPC revisited

Let's start by ripping off the rest of the LPC that was avoided in the first chapter. We need this in order to be able to actually create working objects in the game environment.

2.2.1 Function calls  Making function calls
2.2.2 Inheriting object classes  
2.2.3 Masking functions in runtime, part 1  
2.2.4 Type identification  Determining the type of a variable
2.2.5 Type qualifiers  Further specify the functionality
2.2.6 The function data type, part 2  The function type, part 2
2.2.7 switch/case part 2  
2.2.8 catch/throw: Error handling in runtime  Error handling in runtime
2.2.9 Array & Mapping references  Reference by value or pointer



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