I would try an "#exec obj load" directive for compiling...
Let me look at something as example and I'll be back...
EDIT: Let me show you something for previous explanation.
Code: Select all
class WarExplosion2 extends WarExplosion;
#exec OBJ LOAD FILE=textures\WLExplo.utx PACKAGE=BotPack.WarExplosionS2
In order to compile in BotPack said WarExplosion2, due to reference to a Texture, it was added an import directive in compiler. This directive loads a Texture file which was already created before, or else Texture would need to be created directly from a BMP/PCX source-file. Texture in this case was used for being as BotPack, but you can have as reference an external texture - only if it does exist or else code referencing Texture won't be generated.
Your stage is... two stages:
#1 Creating/Compiling Package1
#2 Creating Compiling Package2 with reference to Package1
#3 Attempting here to deal with "Class1" and look what fails if it fails
At least this is what I would do - my two cents.