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Lunatic: make gv.current{Level,Episode} one-based and document them.
Also, in LunaCON, make player .palette member read-only. BUILD_LUNATIC. git-svn-id: https://svn.eduke32.com/eduke32@4260 1a8010ca-5511-0410-912e-c29ae57300e0
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5 changed files with 10 additions and 11 deletions
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@ -649,7 +649,7 @@ local PlayerLabels = {
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curr_weapon = PL".curr_weapon",
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curr_weapon = PL".curr_weapon",
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palette = PL".palette",
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palette = { PL".palette" },
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-- NOTE the special case:
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-- NOTE the special case:
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pals = PL"._pals[%s]",
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pals = PL"._pals[%s]",
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@ -314,7 +314,7 @@ __attribute__((packed)) struct {
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const<W-> int8_t wantweaponfire;
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const<W-> int8_t wantweaponfire;
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const<W> int8_t curr_weapon;
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const<W> int8_t curr_weapon;
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uint8_t palette;
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const uint8_t palette;
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palette_t _pals;
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palette_t _pals;
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int8_t _palsfadespeed, _palsfadenext, _palsfadeprio, _padding2;
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int8_t _palsfadespeed, _palsfadenext, _palsfadeprio, _padding2;
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@ -1542,11 +1542,11 @@ end
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-- TODO: make return 1-based index?
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-- TODO: make return 1-based index?
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function gv_access.currentEpisode()
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function gv_access.currentEpisode()
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return ffiC.ud.volume_number
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return ffiC.ud.volume_number + 1
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end
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end
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function gv_access.currentLevel()
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function gv_access.currentLevel()
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return ffiC.ud.level_number
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return ffiC.ud.level_number + 1
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end
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end
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function gv_access.doQuake(gametics, snd)
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function gv_access.doQuake(gametics, snd)
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@ -419,12 +419,11 @@ etc. for the next `gametics` game tics. If a sound index `snd` is passed, also
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start playing that sound.
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start playing that sound.
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// TODO: Play sound how? ("globalsound")
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// TODO: Play sound how? ("globalsound")
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//////////
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`gv.currentEpisode()`::
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`gv.currentEpisode()`::
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TODO
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Returns the one-based number of the episode currently being played.
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`gv.currentLevel()`::
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`gv.currentLevel()`::
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TODO
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Returns the one-based number of the level currently being played.
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//////////
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[[Lunatic_structures]]
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[[Lunatic_structures]]
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Lunatic structures
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Lunatic structures
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@ -427,8 +427,8 @@ local function new_initial_gvartab()
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WEAPON = PRO(PLSX".curr_weapon"),
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WEAPON = PRO(PLSX".curr_weapon"),
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WORKSLIKE = PRO(format(PLSX".weapon[%s].workslike", PLSX".curr_weapon")),
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WORKSLIKE = PRO(format(PLSX".weapon[%s].workslike", PLSX".curr_weapon")),
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VOLUME = RO "_gv.currentEpisode()",
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VOLUME = RO "_gv._ud.volume_number",
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LEVEL = RO "_gv.currentLevel()",
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LEVEL = RO "_gv._ud.level_number",
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}
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}
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-- Reserved bits
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-- Reserved bits
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@ -50,7 +50,7 @@ gameevent
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"ENTERLEVEL",
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"ENTERLEVEL",
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function()
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function()
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local vol, lev = gv.currentEpisode()+1, gv.currentLevel()+1
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local vol, lev = gv.currentEpisode(), gv.currentLevel()
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printf('volume=%d, level=%d', vol, lev)
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printf('volume=%d, level=%d', vol, lev)
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if (vol ~= 4) then
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if (vol ~= 4) then
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