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
This commit is contained in:
helixhorned 2013-07-19 12:49:10 +00:00
parent f4d74e4df8
commit 9bbc5c52de
3 changed files with 17 additions and 10 deletions

View file

@ -64,9 +64,10 @@ The stand-alone LunaCON script, `lunacon.lua`, needs {LuaJIT}[LuaJIT] for
execution and {LPeg}[LPeg] as additional dependency.footnote:[In order to
translate some very large CON files, minor modifications have to be made to
LuaJIT and LPeg. Refer to `lunatic/doc/how_to_build_lunatic.txt` in the EDuke32
source distribution for details.] It expects one or more names of root CON
files together with any number of options, in any order (arguments starting
with a dash are always interpreted as the latter).
source distribution for details.] The script also requires `con_lang.lua` to be
present. It expects one or more names of root CON files together with any
number of options, in any order (arguments starting with a dash are always
interpreted as the latter).
.Example usage
----------
@ -153,10 +154,12 @@ set the output behavior of the stand-alone translator, or toggle various error
conditions.
`-fno` (stand-alone only)::
Disable printing out the generated code and any diagnostic messages.
Disable printing out the generated code and validating its syntax.
`-fno=onlycheck` (stand-alone only)::
Disable printing out the generated code, keeping only the diagnostics.
Disable printing out the generated code, but validate whether it is
syntactically legal Lua code. A failure of this check represents a bug with
LunaCON itself.
`-ferror-nostate` (default: on)::
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
has elements, all having the element's type.
Currently, there are with two kinds of names: weapon names and inventory
names. In the following, they will be marked using a the following notation:
names. They will be marked using notation like this:
==========
_`i16`_ +ammo_amount[_weapon_]+
@ -1042,7 +1042,7 @@ velocity is multiplied before calculating its new position. On various
occasions, the ultimate scaled factor is the difference of `runspeed` and at
most 8192.
_`i8`_ `curr_weapon`::
`curr_weapon`::
The index of the player's currently selected weapon.
@ -1058,7 +1058,7 @@ The first argument `fadefrac` specifies the starting blending coefficient; `r`,
components, respectively.
+
Both `fadefrac` and the component intensities are first clamped to the range
[0.0 .. 1.0]. The resulting values are interpreted as a fraction, 0.0 meaning
[0.0 .. 1.0]. The resulting values are interpreted as a proportion, 0.0 meaning
no blending/no color and 1.0 meaning full blending/full
color.footnote:[Currently, for implementation reasons, a value of 1.0 results
in only _almost_ full blending or presence of the specified color component.]

View file

@ -277,8 +277,12 @@ gameevent
-- Test of INTERNAL member _pals.
-- NOTE: setting colors partially is bad! E.g. after an item is
-- picked up, col[0] and col[1] remain and tint everything greenish.
ps._pals[2] = 20
ps._pals.f = 30
if (DBG_ ~= nil) then
-- XXX (unrelated to these lines): issuing tinting makes it flicker
-- sometimes in the GL modes.
ps._pals[2] = 20
ps._pals.f = 30
end
end
}