The only operation for which proper code is generated is reading a single value
from a system gamearray.
git-svn-id: https://svn.eduke32.com/eduke32@3562 1a8010ca-5511-0410-912e-c29ae57300e0
...at the beginning of each function called back from C, and each case/default
function. Called -fcache-sap. Disabled by default.
git-svn-id: https://svn.eduke32.com/eduke32@3561 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
Fix 'setsprite' and 'music'. A good timing test for actors performance is
the starfield of WGR2's E1L1 ("Nexus").
git-svn-id: https://svn.eduke32.com/eduke32@3558 1a8010ca-5511-0410-912e-c29ae57300e0
This is the only gamevar of its kind that is handled for Lunatic, neither
PLR_MORALE nor LOGO_FLAGS are.
git-svn-id: https://svn.eduke32.com/eduke32@3556 1a8010ca-5511-0410-912e-c29ae57300e0
All non-option positional arguments after an @ sign are taken as list files:
hashes at the beginning of a line denote comments, truly empty lines are
ignored, all other lines should contain one root CON file name.
git-svn-id: https://svn.eduke32.com/eduke32@3539 1a8010ca-5511-0410-912e-c29ae57300e0
Instead of those of the translated code. Also some codegen tweaks and fixes.
git-svn-id: https://svn.eduke32.com/eduke32@3535 1a8010ca-5511-0410-912e-c29ae57300e0
Also update test/dangling_else.con. See there for how if* cascades are handled
in CON. It's actually kind of pretty. Also, take care to handle code deferred
to after the if/if-else properly (ifpdistl, ifpdistg, ifcanseetartet).
git-svn-id: https://svn.eduke32.com/eduke32@3534 1a8010ca-5511-0410-912e-c29ae57300e0
- add LuaJIT's 'v' module printing trace info
- translator: fix game function name definitions
- revert math.fmod -> math.modf, they are different!
- disable JIT compilation for a function we're getting strange crashes with
- Make some of DukePlayer_t's members 'bool' on the Lua side. It's way
too easy to write something like "ps.jetpack_on" where "ps.jetpack_on~=0"
was meant. [Background: Kyle873 observed that Duke was always floating.]
- Error out if looping in our_module(). I find this behavior more logical
than returning true.
- fix a couple of missed FORBID variables
git-svn-id: https://svn.eduke32.com/eduke32@3530 1a8010ca-5511-0410-912e-c29ae57300e0
We must not call these functions using the FFI, since the Lua state is
considered locked across such calls.
git-svn-id: https://svn.eduke32.com/eduke32@3520 1a8010ca-5511-0410-912e-c29ae57300e0
- some more outer commands
- gamearray persistence
- faster 'mod': use math.modf instead of math.fmod (the former is JIT-compiled)
- checkavail*
- THISACTOR special handling
- Fix building in Windows (export A_ShootWithZvel instead of A_Shoot).
git-svn-id: https://svn.eduke32.com/eduke32@3516 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, actor[].shootzvel (implementation detail, not available to CON)
was checked, and if it was !=0, that was the overridden velocity. The value
0 meant "hardcoded, projectile-dependent velocity". But that neccesiated a
hack where if zvel 0 was passed and really meant, it needed to be set to
1 instead. Now we have A_ShootWithZvel() taking an additional last argument
plus a macro SHOOT_HARDCODED_ZVEL permissible for that argument.
git-svn-id: https://svn.eduke32.com/eduke32@3465 1a8010ca-5511-0410-912e-c29ae57300e0