This are two things the new parser should fix right? Josh, how is it going?
A user asked me to convert this example for him:
http://gmc.yoyogames.com/index.php?showtopic=456948And besides things like variable_exists(), it uses a lot of parenting and inheritance (even the event_inherited(); function). And as many use them I just wanted to know how is that going?
I will probably rewrite the example to not use parenting, but that just involves a lot of code duplication.
edit: The parser also seems to fail a lot like this case:
var near=instance_nearest(x,y,obj_Player_Camara_Parent);
outputs as this:
var = instance_nearest(x, y, obj_Player_Camara_Parent);
And
var near; near=instance_nearest(x,y,obj_Player_Camara_Parent);
Error in the syntax checker with "Primary expression expected before operator". But it seems to be a variable issue, because when I rename "near" into "tid" or something else, then it works. Is "near" used specifically somewhere in the parser or the compiler? I see these problems with variable names a lot. I think other than type names (int, short, double etc.) all other should be available. Especially if it is not shown in the code editor (type names are bold for example, while "near" is just normal). So we should find all these variables and define them in a way that doesn't make the conflict.
edit2: Also, GM seems to allow break; outside a loop or a switch which makes it work like "exit":
http://wiki.yoyogames.com/index.php/Break. ENIGMA doesn't allow that. Not sure we even should allow that... but you know.. compatibility.