- some renames of functions/methods
- con.actorvar: explicitly allow (for now) boolean and number values
- added gv.gametic, player.holdskey(), player.all(), actor.check*()/hit*(),
gv.rendmode, gv.REND, <bitint>:mask(), spr:getheightofs()
- make read of nil var in "finalized" (live) module produce error, too
- add test/helixspawner.lua
git-svn-id: https://svn.eduke32.com/eduke32@3928 1a8010ca-5511-0410-912e-c29ae57300e0
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 is so that files residing in GRPs (or anywhere the engine looks for them)
can be read, too.
git-svn-id: https://svn.eduke32.com/eduke32@3594 1a8010ca-5511-0410-912e-c29ae57300e0
- Make _buildargv[_buildargc] NULL.
- With SDL layer, pass argv and argc directly and get rid of _build* ones.
- Add tilesiz* to dynsymlists.
git-svn-id: https://svn.eduke32.com/eduke32@3573 1a8010ca-5511-0410-912e-c29ae57300e0
Also,
- an optimization for sprite[]:setpos(). Calls to get_sprite_index()
seem to be pretty slow (at least when they're not compiled).
- add getzrange to the dynsymlists
git-svn-id: https://svn.eduke32.com/eduke32@3560 1a8010ca-5511-0410-912e-c29ae57300e0
- more predefined vars
- fix recursive states and ones with a stray "else" before the end
git-svn-id: https://svn.eduke32.com/eduke32@3409 1a8010ca-5511-0410-912e-c29ae57300e0
The Makefile now has separate {GAME,EDITOR}LDFLAGS, so the correct
dynamic symbol list can be specified.
git-svn-id: https://svn.eduke32.com/eduke32@3057 1a8010ca-5511-0410-912e-c29ae57300e0