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Lunatic: interface to events.
git-svn-id: https://svn.eduke32.com/eduke32@2329 1a8010ca-5511-0410-912e-c29ae57300e0
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4a00423c89
commit
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5 changed files with 170 additions and 1 deletions
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@ -34,6 +34,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "osd.h"
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#include "menus.h"
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#ifdef LUNATIC_ENABLE
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# include "lunatic.h"
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extern El_State g_ElState; // this needs to go into a header sometime
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#endif
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#if KRANDDEBUG
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# define GAMEEXEC_INLINE
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# define GAMEEXEC_STATIC
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@ -94,6 +99,10 @@ void VM_ScriptInfo(void)
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void VM_OnEvent(register int32_t iEventID, register int32_t iActor, register int32_t iPlayer, register int32_t lDist)
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{
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#ifdef LUNATIC_ENABLE
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if (El_IsInitialized(&g_ElState))
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El_CallEvent(&g_ElState, iEventID);
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#endif
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if (!apScriptGameEvent[iEventID])
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return;
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@ -248,6 +248,99 @@ typedef struct {
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char display_bonus_screen;
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char show_level_text;
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} user_defs;
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// KEEPINSYNC2
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enum GameEvent_t {
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EVENT_INIT,
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EVENT_ENTERLEVEL,
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EVENT_RESETWEAPONS,
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EVENT_RESETINVENTORY,
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EVENT_HOLSTER,
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EVENT_LOOKLEFT,
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EVENT_LOOKRIGHT,
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EVENT_SOARUP,
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EVENT_SOARDOWN,
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EVENT_CROUCH,
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EVENT_JUMP,
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EVENT_RETURNTOCENTER,
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EVENT_LOOKUP,
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EVENT_LOOKDOWN,
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EVENT_AIMUP,
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EVENT_FIRE,
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EVENT_CHANGEWEAPON,
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EVENT_GETSHOTRANGE,
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EVENT_GETAUTOAIMANGLE,
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EVENT_GETLOADTILE,
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EVENT_CHEATGETSTEROIDS,
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EVENT_CHEATGETHEAT,
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EVENT_CHEATGETBOOT,
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EVENT_CHEATGETSHIELD,
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EVENT_CHEATGETSCUBA,
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EVENT_CHEATGETHOLODUKE,
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EVENT_CHEATGETJETPACK,
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EVENT_CHEATGETFIRSTAID,
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EVENT_QUICKKICK,
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EVENT_INVENTORY,
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EVENT_USENIGHTVISION,
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EVENT_USESTEROIDS,
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EVENT_INVENTORYLEFT,
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EVENT_INVENTORYRIGHT,
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EVENT_HOLODUKEON,
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EVENT_HOLODUKEOFF,
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EVENT_USEMEDKIT,
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EVENT_USEJETPACK,
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EVENT_TURNAROUND,
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EVENT_DISPLAYWEAPON,
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EVENT_FIREWEAPON,
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EVENT_SELECTWEAPON,
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EVENT_MOVEFORWARD,
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EVENT_MOVEBACKWARD,
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EVENT_TURNLEFT,
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EVENT_TURNRIGHT,
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EVENT_STRAFELEFT,
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EVENT_STRAFERIGHT,
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EVENT_WEAPKEY1,
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EVENT_WEAPKEY2,
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EVENT_WEAPKEY3,
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EVENT_WEAPKEY4,
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EVENT_WEAPKEY5,
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EVENT_WEAPKEY6,
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EVENT_WEAPKEY7,
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EVENT_WEAPKEY8,
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EVENT_WEAPKEY9,
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EVENT_WEAPKEY10,
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EVENT_DRAWWEAPON,
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EVENT_DISPLAYCROSSHAIR,
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EVENT_DISPLAYREST,
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EVENT_DISPLAYSBAR,
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EVENT_RESETPLAYER,
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EVENT_INCURDAMAGE,
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EVENT_AIMDOWN,
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EVENT_GAME,
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EVENT_PREVIOUSWEAPON,
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EVENT_NEXTWEAPON,
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EVENT_SWIMUP,
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EVENT_SWIMDOWN,
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EVENT_GETMENUTILE,
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EVENT_SPAWN,
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EVENT_LOGO,
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EVENT_EGS,
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EVENT_DOFIRE,
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EVENT_PRESSEDFIRE,
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EVENT_USE,
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EVENT_PROCESSINPUT,
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EVENT_FAKEDOMOVETHINGS,
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EVENT_DISPLAYROOMS,
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EVENT_KILLIT,
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EVENT_LOADACTOR,
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EVENT_DISPLAYBONUSSCREEN,
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EVENT_DISPLAYMENU,
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EVENT_DISPLAYMENUREST,
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EVENT_DISPLAYLOADINGSCREEN,
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EVENT_ANIMATESPRITES,
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EVENT_NEWGAME,
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MAXEVENTS
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};
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]]
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ffi.cdef[[
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@ -505,6 +598,9 @@ G_.getbunch = getbunch
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G_.TEMP_getvollev = TEMP_getvollev -- REMOVE
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G_.gamevar = gamevar
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G_.setevent = setevent -- included in lunatic.c
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-- PiL 14.2 continued
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setmetatable(
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G_, {
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@ -9,8 +9,18 @@
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#include "cache1d.h"
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#include "osd.h"
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#include "gameexec.h"
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#include "gamedef.h" // EventNames[]
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#include "lunatic.h"
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// this serves two purposes:
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// the values as booleans and the addresses as keys to the Lua registry
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static uint8_t g_elEvents[MAXEVENTS];
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// forward-decls...
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static int32_t SetEvent_luacf(lua_State *L);
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// 0: success, -1: failure
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int32_t El_CreateState(El_State *estate, const char *name)
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@ -30,6 +40,10 @@ int32_t El_CreateState(El_State *estate, const char *name)
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luaL_openlibs(estate->L); // XXX: only for internal use and testing, obviously
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// create misc. global functions in the Lua state
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lua_pushcfunction(estate->L, SetEvent_luacf);
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lua_setglobal(estate->L, "setevent");
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return 0;
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}
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@ -113,3 +127,50 @@ int32_t El_RunOnce(El_State *estate, const char *fn)
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return 0;
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}
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// setupevent(EVENT_..., lua_function)
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static int32_t SetEvent_luacf(lua_State *L)
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{
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int32_t eventidx = luaL_checkint(L, 1);
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luaL_argcheck(L, (unsigned)eventidx < MAXEVENTS, 1, "must be an event number (0 .. MAXEVENTS-1)");
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luaL_checktype(L, 2, LUA_TFUNCTION);
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lua_pushlightuserdata(L, &g_elEvents[eventidx]); // 3, push address
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lua_pushvalue(L, 2); // 4, push copy of lua function
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lua_settable(L, LUA_REGISTRYINDEX); // "registry[&g_elEvents[eventidx]] = <lua function>"
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g_elEvents[eventidx] = 1;
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return 0;
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}
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int32_t El_CallEvent(El_State *estate, int32_t eventidx)
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{
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// XXX: estate must be the one where the events were registered...
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// make a global?
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int32_t i;
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if (!g_elEvents[eventidx])
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return 0;
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lua_pushlightuserdata(estate->L, &g_elEvents[eventidx]); // push address
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lua_gettable(estate->L, LUA_REGISTRYINDEX); // get lua function
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// -- call it! --
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i = lua_pcall(estate->L, 0, 0, 0);
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if (i == LUA_ERRMEM) // XXX: should be more sophisticated. Clean up stack? Do GC?
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return -1;
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if (i == LUA_ERRRUN)
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{
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OSD_Printf("event '%s' (state '%s') runtime error: %s\n", EventNames[eventidx].text,
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estate->name, lua_tostring(estate->L, 1)); // get err msg
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lua_pop(estate->L, 1);
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return 4;
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}
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return 0;
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}
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@ -17,6 +17,6 @@ int32_t El_CreateState(El_State *estate, const char *name);
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void El_DestroyState(El_State *estate);
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static inline int32_t El_IsInitialized(const El_State *estate) { return (estate->L != NULL); }
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int32_t El_RunOnce(El_State *estate, const char *fn);
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int32_t El_CallEvent(El_State *estate, int32_t eventidx);
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#endif
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@ -82,3 +82,6 @@ checkfail("new_global = 345") -- we should declare globals
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checkfail('gv.CEILING = 3') -- can't redefine constants in 'gv'
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print('--- end test script ---')
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setevent(gv.EVENT_JUMP, function() print("jump!") end)
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