UndertaleModTool
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Auto-Name those Unknown Enums
Which component should be improved?
Decompiler
Describe your feature suggestion in more detail
Although UTMT currently supports parsing unknown Enums, it still seems somewhat unreasonable.
In practice, all these strange-looking Enums are simply assigned the same name: UnknownEnum.
If this were running in the actual GMS2 IDE, it would lead to duplicate variable names.
So my plan is:
Change UnknownEnum to UnknownEnum_<ObjectName>_<EventName>_<EventId>,
which would look more reasonable and also pass GMS2's compilation checks.
Such as:
UnknownEnum to UnknownEnum_objTest_Create_0
Right now, decompiled code is not intended to be used in actual GameMaker projects (it's primarily just aimed at modding using the modding tools). I can see the desire for this, though. With the project system coming around soon, it may be desirable to have a global script that can contain all of the enums/macros, although probably not the auto-decompiled ones.
By the way, right now we do support changing those enum names through game-specific data JSON files (see gamemaker.json for an example), but that's probably not what you're looking for here.
Right now, decompiled code is not intended to be used in actual GameMaker projects (it's primarily just aimed at modding using the modding tools). I can see the desire for this, though. With the project system coming around soon, it may be desirable to have a global script that can contain all of the enums/macros, although probably not the auto-decompiled ones.
By the way, right now we do support changing those enum names through game-specific data JSON files (see
gamemaker.jsonfor an example), but that's probably not what you're looking for here.
In other words, the decompiled code I'm working with is only suitable for reference at this stage. It's mainly intended to support mod development, not to fully reverse-engineer an entire GMS project. It's not really ready for production use. If I do want to use it in a production environment, I'll need to fix issues like the incorrect enum logic myself. I guess that so.
Right now, decompiled code is not intended to be used in actual GameMaker projects (it's primarily just aimed at modding using the modding tools). I can see the desire for this, though. With the project system coming around soon, it may be desirable to have a global script that can contain all of the enums/macros, although probably not the auto-decompiled ones.
By the way, right now we do support changing those enum names through game-specific data JSON files (see
gamemaker.jsonfor an example), but that's probably not what you're looking for here.
i think a good way would be to have the user disable enum definitions (and actually fix that option to not completely break compiling code that uses enums), then have a script that exports all enums to one GML file (INCLUDING auto-decompiled ones).
Right now, decompiled code is not intended to be used in actual GameMaker projects (it's primarily just aimed at modding using the modding tools). I can see the desire for this, though. With the project system coming around soon, it may be desirable to have a global script that can contain all of the enums/macros, although probably not the auto-decompiled ones.
By the way, right now we do support changing those enum names through game-specific data JSON files (see
gamemaker.jsonfor an example), but that's probably not what you're looking for here.i think a good way would be to have the user disable enum definitions (and actually fix that option to not completely break compiling code that uses enums), then have a script that exports all enums to one GML file (INCLUDING auto-decompiled ones).
That's actually what am I looking for, some enum definitions are useless, but make user happy, they just print, although those enums didn't used.
Try to think, facing a project that fills of those useless enum, absolutely hard to read if you don't figure out what they really doing.