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Lunatic: allow indexing some weapon/inventory arrays with their names.
git-svn-id: https://svn.eduke32.com/eduke32@3564 1a8010ca-5511-0410-912e-c29ae57300e0
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9285a9054b
commit
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3 changed files with 57 additions and 34 deletions
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@ -26,12 +26,20 @@ module(...)
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-- For example, for 4 elements,
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-- For example, for 4 elements,
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-- "const $ _r1, _f2, _u3, _n4;"
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-- "const $ _r1, _f2, _u3, _n4;"
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function flatten_array(nelts, rng)
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function flatten_array(nelts, rng)
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local strtab = { "const $ " }
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local strtab = { "$ " }
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if (rng and rng.getu32==nil) then
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assert(type(rng)=="table")
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for i=1,#rng do
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strtab[i+1] = rng[i]..((i<#rng) and "," or ";")
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end
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else
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for i=1,nelts do
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for i=1,nelts do
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local ch = 97 + (rng and (rng:getu32() % 25) or 0) -- 'a'..'z'
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local ch = 97 + (rng and (rng:getu32() % 25) or 0) -- 'a'..'z'
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strtab[i+1] = string.format("_%c%x%s", ch, i, (i<nelts) and "," or ";")
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strtab[i+1] = string.format("_%c%x%s", ch, i, (i<nelts) and "," or ";")
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end
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end
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end
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return table.concat(strtab)
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return table.concat(strtab)
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end
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end
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@ -44,6 +52,7 @@ end
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-- <typename>: If non-nil, the name under which the derived type is typedef'd
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-- <typename>: If non-nil, the name under which the derived type is typedef'd
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-- <rng>: Random generator state + method :getu32(). If nil, then members are
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-- <rng>: Random generator state + method :getu32(). If nil, then members are
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-- named _a1, _a2, ...
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-- named _a1, _a2, ...
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-- It also may be a table containing member names at numeric indices 1..#rng.
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-- <mtadd>: A table containing functions __index and/or __newindex. They are
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-- <mtadd>: A table containing functions __index and/or __newindex. They are
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-- called first and the bound-checking ones are tail-called then.
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-- called first and the bound-checking ones are tail-called then.
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function new(basetype, numelts, showname, typename, rng, mtadd)
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function new(basetype, numelts, showname, typename, rng, mtadd)
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@ -72,6 +81,7 @@ function new(basetype, numelts, showname, typename, rng, mtadd)
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local addindexf, addnewindexf = mtadd.__index, mtadd.__newindex
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local addindexf, addnewindexf = mtadd.__index, mtadd.__newindex
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if (addindexf) then
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if (addindexf) then
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-- Additional __index metamethod given.
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mt.__index = function(ar, idx)
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mt.__index = function(ar, idx)
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addindexf(ar, idx)
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addindexf(ar, idx)
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return curindexf(ar, idx)
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return curindexf(ar, idx)
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@ -79,6 +89,7 @@ function new(basetype, numelts, showname, typename, rng, mtadd)
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end
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end
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if (addnewindexf) then
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if (addnewindexf) then
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-- Additional __newindex metamethod given.
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mt.__newindex = function(ar, idx, val)
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mt.__newindex = function(ar, idx, val)
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addnewindexf(ar, idx, val)
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addnewindexf(ar, idx, val)
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return curnewindexf(ar, idx, val)
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return curnewindexf(ar, idx, val)
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@ -63,43 +63,51 @@ local print = print
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---=== EDuke32 game definitions ===---
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---=== EDuke32 game definitions ===---
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local INV_NAMES = {
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"STEROIDS",
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"SHIELD",
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"SCUBA",
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"HOLODUKE",
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"JETPACK",
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"DUMMY1",
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"ACCESS",
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"HEATS",
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"DUMMY2",
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"FIRSTAID",
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"BOOTS",
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}
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local WEAPON_NAMES = {
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"KNEE",
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"PISTOL",
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"SHOTGUN",
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"CHAINGUN",
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"RPG",
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"HANDBOMB",
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"SHRINKER",
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"DEVISTATOR",
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"TRIPBOMB",
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"FREEZE",
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"HANDREMOTE",
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"GROW",
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}
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---- game structs ----
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---- game structs ----
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ffi.cdef[[
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ffi.cdef([[
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enum dukeinv_t {
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enum dukeinv_t {
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GET_STEROIDS,
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]].. "GET_"..table.concat(INV_NAMES, ",GET_") ..[[,
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GET_SHIELD,
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GET_SCUBA,
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GET_HOLODUKE,
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GET_JETPACK,
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GET_DUMMY1,
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GET_ACCESS,
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GET_HEATS,
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GET_DUMMY2,
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GET_FIRSTAID,
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GET_BOOTS,
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GET_MAX
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GET_MAX
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};
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};
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enum dukeweapon_t {
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enum dukeweapon_t {
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KNEE_WEAPON,
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]].. table.concat(WEAPON_NAMES, "_WEAPON,").."_WEAPON," ..[[
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PISTOL_WEAPON,
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SHOTGUN_WEAPON,
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CHAINGUN_WEAPON,
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RPG_WEAPON,
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HANDBOMB_WEAPON,
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SHRINKER_WEAPON,
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DEVISTATOR_WEAPON,
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TRIPBOMB_WEAPON,
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FREEZE_WEAPON,
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HANDREMOTE_WEAPON,
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GROW_WEAPON,
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MAX_WEAPONS
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MAX_WEAPONS
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};
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};
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enum {
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enum {
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MAXPLAYERS = 16,
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MAXPLAYERS = 16,
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};
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};
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]]
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]])
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ffi.cdef[[
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ffi.cdef[[
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struct action {
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struct action {
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@ -161,10 +169,9 @@ local check_sprite_idx = bcheck.sprite_idx
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local check_weapon_idx, check_inventory_idx = bcheck.weapon_idx, bcheck.inventory_idx
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local check_weapon_idx, check_inventory_idx = bcheck.weapon_idx, bcheck.inventory_idx
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local check_sound_idx = bcheck.sound_idx
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local check_sound_idx = bcheck.sound_idx
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-- TODO: randomize member names
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bcarray.new("int16_t", 64, "loogie", "int16_x_64") -- TODO: randomize member names
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bcarray.new("int16_t", 64, "loogie", "int16_x_64")
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bcarray.new("int16_t", ffiC.MAX_WEAPONS, "weapon", "int16_x_MAX_WEAPONS", WEAPON_NAMES)
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bcarray.new("int16_t", ffiC.MAX_WEAPONS, "weapon", "int16_x_MAX_WEAPONS")
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bcarray.new("int16_t", ffiC.GET_MAX, "inventory", "int16_x_GET_MAX", INV_NAMES)
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bcarray.new("int16_t", ffiC.GET_MAX, "inventory", "int16_x_GET_MAX")
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-- NOTE: writing e.g. "ps.jetpack_on" in Lua when "ps.jetpack_on~=0" was meant
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-- NOTE: writing e.g. "ps.jetpack_on" in Lua when "ps.jetpack_on~=0" was meant
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-- is probably one of the most commonly committed errors, so we make it a bool
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-- is probably one of the most commonly committed errors, so we make it a bool
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@ -141,7 +141,7 @@ checkfail('sprite._nextspritesect[4] = -666', "cannot write directly to nextspri
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-- we're indexing a plain array!
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-- we're indexing a plain array!
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checkfail('print(sprite._nextspritesect[4].whatfield)', "attempt to index a number value")
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checkfail('print(sprite._nextspritesect[4].whatfield)', "attempt to index a number value")
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-- creating new keys forbidden... handled by LuaJit
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-- creating new keys forbidden... handled by LuaJIT
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checkfail('wall[4].QWE = 123', "has no member named 'QWE'")
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checkfail('wall[4].QWE = 123', "has no member named 'QWE'")
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-- our 'require' has only safe stuff
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-- our 'require' has only safe stuff
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@ -278,10 +278,15 @@ gameevent(gv.EVENT_ENTERLEVEL,
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gv.ksqrt(0xffffffff), math.sqrt(0xffffffff))
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gv.ksqrt(0xffffffff), math.sqrt(0xffffffff))
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local pl = player[0]
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local pl = player[0]
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-- MAX < current is "allowed"
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pl.max_ammo_amount[gv.RPG_WEAPON] = 17
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pl.max_ammo_amount[gv.RPG_WEAPON] = 17
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pl:give_weapon(gv.RPG_WEAPON)
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pl:give_weapon(gv.RPG_WEAPON)
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pl.ammo_amount[gv.RPG_WEAPON] = 54
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pl.ammo_amount[gv.RPG_WEAPON] = 54
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pl:give_weapon(gv.SHRINKER_WEAPON)
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-- This looks much prettier:
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pl.ammo_amount.SHRINKER = 2
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-- MORTER2 from test/weaponvars.con
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-- MORTER2 from test/weaponvars.con
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player[0].weapon.SHOTGUN.shoots = 1653
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player[0].weapon.SHOTGUN.shoots = 1653
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local proj = projectile[1653]
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local proj = projectile[1653]
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