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LunaCON: Expose all structs to inline access. Tiledata and paldata are still to-do.
DONT_BUILD. git-svn-id: https://svn.eduke32.com/eduke32@5166 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 6 additions and 10 deletions
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@ -778,14 +778,6 @@ local WallLabels = {
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uhitag = S2U(WAL".hitag"),
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uhitag = S2U(WAL".hitag"),
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}
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}
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StructAccessCode =
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{
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sector = SectorLabels,
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wall = WallLabels,
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sprite = ActorLabels,
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player = PlayerLabels,
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}
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local function tonegtag(LabelsTab, member, funcname)
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local function tonegtag(LabelsTab, member, funcname)
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local memb = LabelsTab[member]
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local memb = LabelsTab[member]
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LabelsTab[member] = { memb, memb.."="..funcname.."(%%s)" }
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LabelsTab[member] = { memb, memb.."="..funcname.."(%%s)" }
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@ -921,14 +913,18 @@ local InputLabels = {
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extbits = INP".extbits",
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extbits = INP".extbits",
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}
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}
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-- These structs cannot be accessed by inline array exprs in CON:
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StructAccessCode =
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StructAccessCode2 =
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{
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{
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sector = SectorLabels,
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wall = WallLabels,
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sprite = ActorLabels,
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player = PlayerLabels,
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tspr = TspriteLabels,
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tspr = TspriteLabels,
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projectile = ProjectileLabels,
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projectile = ProjectileLabels,
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thisprojectile = SpriteProjectileLabels,
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thisprojectile = SpriteProjectileLabels,
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userdef = UserdefLabels,
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userdef = UserdefLabels,
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input = InputLabels,
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input = InputLabels,
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-- TODO: tiledata, paldata
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}
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}
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-- NOTE: These MUST be in reverse lexicographical order!
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-- NOTE: These MUST be in reverse lexicographical order!
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