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Lunatic: simplify RETURN handling, make its behavior across events same as C-CON.
There's only one RETURN value on the C side (g_RETURN), which is also referenced from Lua. Upon entering an event, its value takes on the per-event default one, and its value when the event code finishes is passed back to the game. Independently of that, its value is always saved and restored across event calls. git-svn-id: https://svn.eduke32.com/eduke32@3601 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
57416c541a
commit
c7d97d55ec
6 changed files with 29 additions and 30 deletions
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@ -316,7 +316,9 @@ labels =
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STR,
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PROJ,
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EVENT,
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setmetatable(shallow_copy(SFLAG), { __metatable="noffiC" }),
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-- setmetatable(
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shallow_copy(SFLAG),
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-- { __metatable="noffiC" }),
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STAT,
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GAMEFUNC,
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}
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@ -518,6 +518,7 @@ ffi.cdef[[
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const int32_t screenpeek;
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hudweapon_t hudweap;
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int32_t g_logoFlags;
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int32_t g_RETURN; // deprecated from Lua
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]]
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-- INTERNAL VARIABLES/FUNCTIONS
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@ -528,7 +529,6 @@ const char *s_buildRev;
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const char *g_sizes_of_what[];
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int32_t g_sizes_of[];
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int32_t g_elCallDepth;
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int32_t g_elEventRETURN;
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const char **g_argv;
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char g_modDir[];
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actor_t actor[MAXSPRITES];
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@ -1143,8 +1143,8 @@ local camera_mt = {
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gv_access.cam = setmtonce({}, camera_mt)
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gv_access._ud = ffiC.ud
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-- Support for some CON global system gamevars
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gv_access._csv = ffi.new "struct { int32_t RETURN, LOTAG, HITAG, TEXTURE; }"
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-- Support for some CON global system gamevars. RETURN handled separately.
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gv_access._csv = ffi.new "struct { int32_t LOTAG, HITAG, TEXTURE; }"
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function gv_access._get_yxaspect()
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return ffiC.yxaspect
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@ -1170,14 +1170,6 @@ function gv_access._set_guniqhudid(id)
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ffiC.guniqhudid = id
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end
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function gv_access._RETURN(setval)
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if (setval ~= nil) then
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ffiC.g_elEventRETURN = setval
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else
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return ffiC.g_elEventRETURN
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end
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end
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-- TODO: make return 1-based index
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function gv_access.currentEpisode()
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return ffiC.ud.volume_number
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@ -50,6 +50,7 @@ krand;
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ksqrt;
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inside;
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getangle;
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Mulscale;
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cansee;
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hitscan;
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neartag;
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@ -82,10 +83,12 @@ s_buildRev;
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g_sizes_of_what;
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g_sizes_of;
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g_elCallDepth;
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g_elEventRETURN;
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g_RETURN;
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g_argv;
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g_modDir;
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MapInfo;
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kopen4loadfrommod;
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g_scriptModules;
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@ -130,6 +133,7 @@ g_scriptVersion;
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g_currentFrameRate;
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g_currentMenu;
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g_earthquakeTime;
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CheatKeys;
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g_logoFlags;
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luaJIT_BC_lunacon;
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@ -50,6 +50,7 @@ krand;
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ksqrt;
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inside;
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getangle;
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Mulscale;
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cansee;
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hitscan;
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neartag;
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@ -207,7 +207,7 @@ local function new_initial_gvartab()
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-- NOTE: THISACTOR can mean different things in some contexts.
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THISACTOR = RO "_aci",
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RETURN = RW(CSV".RETURN"),
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RETURN = RW "_gv.g_RETURN",
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HITAG = RW(CSV".HITAG"),
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LOTAG = RW(CSV".LOTAG"),
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TEXTURE = RW(CSV".TEXTURE"),
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@ -420,9 +420,7 @@ function on.event_end(eventidx, codetab)
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assert(type(codetab)=="table")
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addcodef("gameevent(%d, function (_aci, _pli, _dist)", eventidx)
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addcode(get_cache_sap_code())
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addcode(CSV".RETURN=gv._RETURN()")
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addcode(codetab)
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addcodef("gv._RETURN(%s)", CSV".RETURN")
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addcode("end)")
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g_code.event[eventidx] = codetab
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@ -1913,7 +1911,7 @@ local Cinner = {
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operatemasterswitches = cmd(R)
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/ "_con._G_OperateMasterSwitches(%1)",
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checkactivatormotion = cmd(R)
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/ CSV".RETURN=_con._checkactivatormotion(%1)",
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/ "_gv.g_RETURN=_con._checkactivatormotion(%1)",
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time = cmd(R) -- no-op
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/ "",
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inittimer = cmd(R)
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@ -1984,17 +1982,17 @@ local Cinner = {
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spawn = cmd(D)
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/ "_con.spawn(_aci,%1)",
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espawn = cmd(D)
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/ CSV".RETURN=_con.spawn(_aci,%1)",
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/ "_gv.g_RETURN=_con.spawn(_aci,%1)",
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espawnvar = cmd(R)
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/ CSV".RETURN=_con.spawn(_aci,%1)",
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/ "_gv.g_RETURN=_con.spawn(_aci,%1)",
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qspawn = cmd(D)
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/ "_con.spawn(_aci,%1,true)",
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qspawnvar = cmd(R)
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/ "_con.spawn(_aci,%1,true)",
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eqspawn = cmd(D)
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/ CSV".RETURN=_con.spawn(_aci,%1,true)",
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/ "_gv.g_RETURN=_con.spawn(_aci,%1,true)",
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eqspawnvar = cmd(R)
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/ CSV".RETURN=_con.spawn(_aci,%1,true)",
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/ "_gv.g_RETURN=_con.spawn(_aci,%1,true)",
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angoff = cmd(D)
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/ "spriteext[_aci].angoff=%1",
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@ -2022,13 +2020,13 @@ local Cinner = {
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/ ACS".timetosleep=%1",
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eshoot = cmd(D)
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/ CSV".RETURN=_con._shoot(_aci,%1)",
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/ "_gv.g_RETURN=_con._shoot(_aci,%1)",
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eshootvar = cmd(R)
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/ CSV".RETURN=_con._shoot(_aci,%1)",
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/ "_gv.g_RETURN=_con._shoot(_aci,%1)",
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ezshoot = cmd(R,D)
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/ CSV".RETURN=_con._shoot(_aci,%2,%1)",
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/ "_gv.g_RETURN=_con._shoot(_aci,%2,%1)",
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ezshootvar = cmd(R,R)
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/ CSV".RETURN=_con._shoot(_aci,%2,%1)",
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/ "_gv.g_RETURN=_con._shoot(_aci,%2,%1)",
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shoot = cmd(D)
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/ "_con._shoot(_aci,%1)",
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shootvar = cmd(R)
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@ -2071,9 +2069,9 @@ local Cinner = {
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-- player/sprite searching
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findplayer = cmd(W)
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/ CSV".RETURN,%1=_con._findplayer(_pli,_aci)", -- player index, distance
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/ "_gv.g_RETURN,%1=_con._findplayer(_pli,_aci)", -- player index, distance
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findotherplayer = cmd(W)
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/ CSV".RETURN,%1=0,0x7fffffff", -- TODO_MP
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/ "_gv.g_RETURN,%1=0,0x7fffffff", -- TODO_MP
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findnearspritezvar = cmd(D,R,R,W)
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/ "%4=_con._findnear(_aci,true,'z',%1,%2,%3)",
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findnearspritez = cmd(D,D,D,W)
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@ -27,7 +27,7 @@ el_actor_t g_elActors[MAXTILES];
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int32_t g_elEventError;
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int32_t g_elCallDepth = 0;
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int32_t g_elEventRETURN;
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int32_t g_RETURN;
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// for timing events and actors
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uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES];
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@ -489,13 +489,15 @@ int32_t El_CallEvent(L_State *estate, int32_t eventidx, int32_t iActor, int32_t
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lua_State *const L = estate->L;
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int32_t i;
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g_elEventRETURN = *iReturn;
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const int32_t o_RETURN = g_RETURN;
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g_RETURN = *iReturn;
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g_elCallDepth++;
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i = call_regd_function3(L, &g_elEvents[eventidx], iActor, iPlayer, lDist);
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g_elCallDepth--;
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*iReturn = g_elEventRETURN;
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*iReturn = g_RETURN;
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g_RETURN = o_RETURN;
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if (i != 0)
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{
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