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- Building for mode (0)
- Cleaning up from previous executions
- - Cleared parsed objects
- - Cleared room entries
- - Cleared shared locals list
- - Cleared event info
- Loading shared locals from extensions list
- Location in memory of structure: 08c5f510
- Copying resources:
- Copying sprite names [2]
- Copying sound names [0]
- Copying background names [0]
- Copying path names [0]
- Copying script names [4]
- Copying shader names [0]
- Copying font names [2]
- Copying timeline names [kidding, these are totally not implemented :P] [0]
- Copying object names [6]
- Copying room names [1]
- SYNTAX CHECKING AND PRIMARY PARSING:
- 4 Scripts:
- Parsed `jump_smash': 9 locals, 0 globals
- Parsed `jump_combo': 11 locals, 0 globals
- Parsed `roof_bump': 7 locals, 0 globals
- Parsed `about_scripts': 0 locals, 0 globals
- "Linking" scripts
- `Linking' 4 scripts in 2 passes...
- Completing script "Link"
- Linking `jump_smash':
- Linking `jump_combo':
- Linking `roof_bump':
- Linking `about_scripts':
- Done.
- 6 Objects:
- Player: 12 events:
- Event[0]: Parsing 1 sub-events:
- Check `Player::create... Done. Parse... Done.
- Event[3]: Parsing 1 sub-events:
- Check `Player::step... Done. Parse... Done.
- GC: 12 events:
- GC_Hill: 12 events:
- Ladder: 12 events:
- Draw_Debug: 12 events:
- Event[8]: Parsing 1 sub-events:
- Check `Draw_Debug::draw... Done. Parse... Done.
- Options: 12 events:
- Event[0]: Parsing 1 sub-events:
- Check `Options::create... Done. Parse... Done.
- Event[3]: Parsing 1 sub-events:
- Check `Options::beginstep... Done. Parse... Done.
- Event[6]: Parsing 1 sub-events:
- Check `Options::leftpress... Done. Parse... Done.
- Event[8]: Parsing 1 sub-events:
- Check `Options::draw... Done. Parse... Done.
- Creating room creation code scope and parsing
- "Linking" scripts into the objects...
- "Link" complete.
- Tabulating maximum argument passes to each script
- Finished
- Writing executable information and resources.
- Writing modes and settings
- Writing object switch
- Writing resource names and maxima
- Writing events
- Linking globals
- Running Secondary Parse Passes
- Add dot accessed local gameplay
- var
- Add dot accessed local action
- var
- Add dot accessed local state
- var
- Add dot accessed local face
- var
- Add dot accessed local xsp
- var
- Add dot accessed local ysp
- var
- Add dot accessed local jM
- var
- Add dot accessed local jT
- var
- Add dot accessed local topt
- var
- Add dot accessed local topcstyle
- var
- Add dot accessed local block
- var
- Add dot accessed local jumpingstyle
- var
- Add dot accessed local cancornerclimb
- var
- Add dot accessed local canwalljump
- var
- Add dot accessed local jump
- var
- Add dot accessed local jMt
- var
- Add dot accessed local keyjump
- var
- Add dot accessed local jH
- var
- Add dot accessed local yG
- var
- Writing object data
- Writing local accessors
- Writing font data
- Writing room data
- Writing shader data
- Running make from `mingw32-make.exe'
- Full command line: mingw32-make.exe Game GMODE=Run GRAPHICS=Direct3D9 AUDIO=DirectSound COLLISION=Precise WIDGETS=Win32 NETWORKING=None PLATFORM=Win32 CXXFLAGS="-I../Additional/i686-w64-mingw32/include" COMPILEPATH=Windows/Windows EXTENSIONS=" Universal_System/Extensions/Alarms Universal_System/Extensions/Timelines Universal_System/Extensions/Paths Universal_System/Extensions/MotionPlanning Universal_System/Extensions/DateTime Universal_System/Extensions/ParticleSystems Universal_System/Extensions/DataStructures" OUTPUTNAME="C:/Users/c/AppData/Local/Temp/egm4376692692351237360.exe" eTCpath=""
- mingw32-make.exe -C ENIGMAsystem/SHELL
- mingw32-make.exe[1]: Entering directory `C:/Users/c/Enigma/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
- mkdir.exe -p .eobjs/Windows/Windows/Run/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Audio_Systems/DirectSound/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Bridges/Win32-Direct3D9/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Collision_Systems/Precise/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D9/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Platforms/Win32/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Preprocessor_Environment_Editable/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Universal_System/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Universal_System/Extensions/Alarms/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Universal_System/Extensions/DataStructures/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Universal_System/Extensions/DateTime/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Universal_System/Extensions/MotionPlanning/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Universal_System/Extensions/Paths/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Universal_System/Extensions/Timelines/
- mkdir.exe -p .eobjs/Windows/Windows/Run/Widget_Systems/Win32/
- g++ -I../Additional/i686-w64-mingw32/include -IPlatforms/Win32/Info -IGraphics_Systems/Direct3D9/Info -IAudio_Systems/DirectSound/Info -ICollision_Systems/Precise/Info -IWidget_Systems/Win32/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -Wall -s -O3 -fno-exceptions -MMD -MP -c -o .eobjs/Windows/Windows/Run/SHELLmain.o SHELLmain.cpp
- In file included from SHELLmain.cpp:102:0:
- Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h: In member function 'virtual variant enigma::OBJ_Options::myevent_beginstep()':
- Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:649:10: error: break statement not within loop or switch
- else break;
- ^
- In file included from Universal_System/Extensions/ParticleSystems/include.h:9:0,
- from API_Switchboard.h:48,
- from SHELLmain.cpp:54:
- Universal_System/Extensions/ParticleSystems/PS_particle_bridge_Direct3D9.h: At global scope:
- Universal_System/Extensions/ParticleSystems/PS_particle_bridge_Direct3D9.h:44:17: warning: 'void enigma::particle_bridge::draw_particle(enigma::particle_instance*)' defined but not used [-Wunused-function]
- static void draw_particle(particle_instance* it)
- ^
- mingw32-make.exe[1]: Leaving directory `C:/Users/c/Enigma/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
- mingw32-make.exe: *** [Game] Error 2
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