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Lunatic: fix a couple of spelling mistakes in the doc, found using Emacs ispell.
git-svn-id: https://svn.eduke32.com/eduke32@4202 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 20 additions and 20 deletions
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@ -81,7 +81,7 @@ checks for
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====================
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If the OS environment variable `LUNATIC_TIMING_BASEFN` is defined, EDuke32 will
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write out arregate timing results for actors and events in a comma-separated
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write out aggregate timing results for actors and events in a comma-separated
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value format, obtained by suffixing the base name with ```.actors.csv`'' and
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```.events.csv`''.
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@ -264,16 +264,16 @@ Game variables may take on only values of types that Lunatic knows how to
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serialize into savegames. These are the following:
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* Booleans, numbers, and strings, collectively called the _basic types_
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* Custom Lunatic types that are labeled _serializeable_ in their documentation
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* Custom Lunatic types that are labeled _serializable_ in their documentation
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* Tables, but with the following restrictions on their contents:
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** A table key may only be of basic type.
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** A table value may be (a reference to) any serializeable object, but tables
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** A table value may be (a reference to) any serializable object, but tables
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or Lunatic objects that are so referenced *must* have originated in the
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gamevar section of the same module. Beyond that, there are no restrictions
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on the table topology.
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[icon="din_w_collapse.png"]
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CAUTION: If a gamevar contains a value that is not serializeable at any point
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CAUTION: If a gamevar contains a value that is not serializable at any point
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in the execution, the behavior is undefined. Note that in particular, gamevars
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are not allowed to take on the value *nil*.
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@ -313,7 +313,7 @@ walls and sprites.
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`gv.CLIPMASK1`::
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A clipping (collision detection) mask specifying to consider only _hitscan
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sensitive_ walls and sprites. The set bits of `CLIPMASK1` and `CLIPMASK0` are
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disjunct.
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disjoint.
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[[gv_REND]] `gv.REND`::
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A mapping of names to values representing rendering modes: `CLASSIC`,
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@ -321,7 +321,7 @@ A mapping of names to values representing rendering modes: `CLASSIC`,
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// Game-side
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[[gv_GTICSPERSEC]] `gv.GTICSPERSEC`::
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The number of times in a second each actor excecutes its code and updates its
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The number of times in a second each actor executes its code and updates its
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position (``game tics'').
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[[gv_GET]] `gv.GET`::
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@ -627,7 +627,7 @@ will label a sector reference.
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The tile number of the ceiling or floor.
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[[cf_stat]] _`u16`_ `cf.stat`, {nbsp} _`bitfield`_ `cf.statbits`::
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A bit field holding various flags about how the ceiling or floor shoud be
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A bit field holding various flags about how the ceiling or floor should be
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displayed, how collision detection should be handled, etc.
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The <<sector_STAT,`sector.STAT`>>
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object should be used to obtain the values for applicable flags.
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@ -726,7 +726,7 @@ respectively. Any of them may be `-1`, meaning that the wall is not attached to
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a neighbor in this direction.
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[[wall_cstat]] _`u16`_ `cstat`, {nbsp} _`bitfield`_ `cstatbits`::
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A bit field holding various flags about how the wall shoud be
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A bit field holding various flags about how the wall should be
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displayed, how collision detection should be handled, etc.
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The <<wall_CSTAT,`wall.CSTAT`>>
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object should be used to obtain the values for applicable flags.
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@ -802,7 +802,7 @@ TODO (make set_ang() out of that which always ANDs with 2047?)
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//////////
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[[sprite_cstat]] _`u16`_ `cstat`, {nbsp} _`bitfield`_ `cstatbits`::
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A bit field holding various flags about how the sprite shoud be
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A bit field holding various flags about how the sprite should be
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displayed, how collision detection should be handled, etc.
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The <<sprite_CSTAT,`sprite.CSTAT`>>
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object should be used to obtain the values for applicable flags.
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@ -1396,7 +1396,7 @@ input arguments: `func(aci, pli, dist)`.
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// http://www.methods.co.nz/asciidoc/faq.html#_why_am_i_having_trouble_getting_nested_macros_to_work
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Additionally, `gameactor` accepts optional input arguments. They can be
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specifyed positionally by following `tilenum`, or be given as values to string
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specified positionally by following `tilenum`, or be given as values to string
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keys of the argument table. Each such input argument may be provided in at most
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one of these two forms. Furthermore, `func` may be provided as value to the
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key `'func'` as well.
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@ -1431,9 +1431,9 @@ handles chaining.
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* `AF.replace_soft`: Replace the callback function, but bitwise-OR the existing
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run-time flags with the provided ones. This is the way CON's `useractor`
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behaves.
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* `AF.chain_beg`: Prepend the provided `func` to the exising callback function,
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* `AF.chain_beg`: Prepend the provided `func` to the existing callback function,
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bitwise-OR in flags.
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* `AF.chain_end`: Append the provided `func` to the exising callback function,
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* `AF.chain_end`: Append the provided `func` to the existing callback function,
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bitwise-OR in flags.
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+
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The following members all default to 0 if omitted.
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@ -1484,9 +1484,9 @@ registered initially. Permissible values for these flags are provided in
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`actor.FLAGS` as well (abbreviated `AF` here):
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* `AF.replace`: Replace any previously defined event code with the given one.
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* `AF.chain_beg`: Prepend the provided `func` to the exising callback
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* `AF.chain_beg`: Prepend the provided `func` to the existing callback
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function. This is the behavior of CON's `onevent`.
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* `AF.chain_end`: Append the provided `func` to the exising callback
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* `AF.chain_end`: Append the provided `func` to the existing callback
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function. This is the default.
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// TODO: RETURN handling...
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@ -1506,7 +1506,7 @@ Mathematical functions
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Lunatic, being a Lua-based scripting system, provides the user with a single
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numeric data type that variables can contain on the Lua side --
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double-precision floating point.footnote:[In LuaJIT, variables additionaly can
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double-precision floating point.footnote:[In LuaJIT, variables additionally can
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take on ``boxed'' 64-bit integer numeric types, but these should not be used
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for numeric calculations.] However, since BUILD, and in turn, EDuke32, almost
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exclusively use integer types to represent quantities such as angles or carry
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@ -1533,7 +1533,7 @@ degrees.
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The `sinb` and `cosb` functions return values in the range [--1 .. 1], just
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like their mathematical counterparts.
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+
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The following guarantees are made for `sinb` whereever its argument expression
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The following guarantees are made for `sinb` whenever its argument expression
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is permissible:
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+
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* `sinb(-a) == -sinb(a)` (point symmetry around the origin)
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@ -1579,7 +1579,7 @@ component of the result is the difference between that of `point` and
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zeros for all components.
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[[vector_types]]
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The types `xmath.vec3` and `xmath.ivec3` [_serializeable_]
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The types `xmath.vec3` and `xmath.ivec3` [_serializable_]
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Another purpose of the `xmath` module is to provide _vector_ types that allow
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@ -1645,7 +1645,7 @@ Returns a new `vec3` object with the components of `v` negated.
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`a*v`, {nbsp} `v*a`::
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For a scalar number `a`, returns a new `vec3` object whose components are those
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of `v` mutiplied with `a`.
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of `v` multiplied with `a`.
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`v/a`::
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For a scalar number `a`, returns a new `vec3` object whose components are those
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@ -2051,7 +2051,7 @@ learning to code for Lunatic.
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[float]
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==== http://www.lua.org/pil/p1.html[Preface]
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May be interesting to get an idea of the philisophy behind Lua.
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May be interesting to get an idea of the philosophy behind Lua.
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http://www.lua.org/pil/p1.3.html[A Few Typographical Conventions] should be
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read to be familiar with them.
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@ -2072,7 +2072,7 @@ is treated. Mentions `dofile`, which is not available in Lunatic
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==== http://www.lua.org/pil/1.2.html[1.2 -- Global Variables]
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Section may be read, but usage of *`local`* variables is strongly recommended
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whereever possible. Also, trying to read a non-existent global or to write any
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whenever possible. Also, trying to read a non-existent global or to write any
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value to the global environment gives an error in Lunatic (except that global
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writes are allowed in in <<modules,module>> context, i.e. after `module(...)`).
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