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Lunatic: rename test.elua to test.lua.
The old extension is an artifact from when I was thought that extensions should label whether a Lunatic module is to be used in internal/external contexts. Also, change test.lua slightly and commit a little updated documentation. git-svn-id: https://svn.eduke32.com/eduke32@3969 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 17 additions and 10 deletions
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@ -64,9 +64,10 @@ The stand-alone LunaCON script, `lunacon.lua`, needs {LuaJIT}[LuaJIT] for
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execution and {LPeg}[LPeg] as additional dependency.footnote:[In order to
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translate some very large CON files, minor modifications have to be made to
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LuaJIT and LPeg. Refer to `lunatic/doc/how_to_build_lunatic.txt` in the EDuke32
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source distribution for details.] It expects one or more names of root CON
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files together with any number of options, in any order (arguments starting
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with a dash are always interpreted as the latter).
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source distribution for details.] The script also requires `con_lang.lua` to be
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present. It expects one or more names of root CON files together with any
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number of options, in any order (arguments starting with a dash are always
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interpreted as the latter).
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.Example usage
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----------
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@ -153,10 +154,12 @@ set the output behavior of the stand-alone translator, or toggle various error
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conditions.
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`-fno` (stand-alone only)::
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Disable printing out the generated code and any diagnostic messages.
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Disable printing out the generated code and validating its syntax.
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`-fno=onlycheck` (stand-alone only)::
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Disable printing out the generated code, keeping only the diagnostics.
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Disable printing out the generated code, but validate whether it is
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syntactically legal Lua code. A failure of this check represents a bug with
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LunaCON itself.
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`-ferror-nostate` (default: on)::
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If enabled, an attempt to call a `state` that was not previously defined
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@ -1004,7 +1004,7 @@ thought to be overlaid with a structure containing as many members as the array
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has elements, all having the element's type.
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Currently, there are with two kinds of names: weapon names and inventory
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names. In the following, they will be marked using a the following notation:
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names. They will be marked using notation like this:
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==========
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_`i16`_ +ammo_amount[_weapon_]+
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@ -1042,7 +1042,7 @@ velocity is multiplied before calculating its new position. On various
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occasions, the ultimate scaled factor is the difference of `runspeed` and at
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most 8192.
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_`i8`_ `curr_weapon`::
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`curr_weapon`::
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The index of the player's currently selected weapon.
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@ -1058,7 +1058,7 @@ The first argument `fadefrac` specifies the starting blending coefficient; `r`,
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components, respectively.
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+
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Both `fadefrac` and the component intensities are first clamped to the range
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[0.0 .. 1.0]. The resulting values are interpreted as a fraction, 0.0 meaning
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[0.0 .. 1.0]. The resulting values are interpreted as a proportion, 0.0 meaning
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no blending/no color and 1.0 meaning full blending/full
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color.footnote:[Currently, for implementation reasons, a value of 1.0 results
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in only _almost_ full blending or presence of the specified color component.]
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@ -277,8 +277,12 @@ gameevent
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-- Test of INTERNAL member _pals.
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-- NOTE: setting colors partially is bad! E.g. after an item is
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-- picked up, col[0] and col[1] remain and tint everything greenish.
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ps._pals[2] = 20
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ps._pals.f = 30
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if (DBG_ ~= nil) then
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-- XXX (unrelated to these lines): issuing tinting makes it flicker
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-- sometimes in the GL modes.
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ps._pals[2] = 20
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ps._pals.f = 30
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end
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end
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}
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