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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