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/** * Commandlet for testing and regression of UDebugger execution. * To run, use: run UnrealScriptTest.UDebuggerRegression * * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved **/ class UDebuggerRegressionCommandlet extends TestCommandletBase; event int Main( string Parms ) { local array<Actor> T; local int i; T.Length = 0; // to prevent the "never assigned a value" warning i = T.Find(None); if ( T.Find(None) == -1 ) { LogInternal("safe"); } if ( -1 == i ) { LogInternal("safe"); } if ( -1 == T.Find(None) ) { LogInternal("crash"); } return 0; } /** some PushState/PopState tests for actors function StopThisState() { `log("Default implementation of StopThisState"); } exec function DebugTest0() { GotoState('TestState1'); } exec function EndTest() { StopThisState(); StopThisState(); } exec function DebugTest1() { GotoState('TestState1'); SetTimer(1.f, false, 'StopThisState'); } exec function DebugTest2() { GotoState('TestState1', 'Test2'); } exec function DebugTest3() { GotoState('TestState1', 'Test3'); } exec function DebugTest4() { PushState('TestState1'); } State TestState1 { function StopThisState() { `log("This is the testState1 version"); } Test2: PushState('TestState2','Test2'); Stop; Test3: PushState('TestState2','Test3'); Stop; Begin: Sleep(0.1f); PushState('TestState2'); `log("This is the rest of TestState1's state code"); } State TestState2 { Function StopThisState() { `Log("Stopping state"); PopState(); } function NestedPopState() { StopThisState(); } Begin: While (true) { //wait for external event to finish us! Sleep(0.1f); } Test2: Sleep(5.f); StopThisState(); Test3: Sleep(5.f); NestedPopState(); } */ defaultproperties { HelpDescription="Commandlet for testing and regression of UDebugger execution." HelpUsage="gamename.exe UnrealScriptTest.UDebuggerRegression" HelpParamNames(0)= HelpParamDescriptions(0)= Name="Default__UDebuggerRegressionCommandlet" ObjectArchetype=TestCommandletBase'UnrealScriptTest.Default__TestCommandletBase' } |
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