Also, make sector[].*stat a bitint type.
Now, a piece of code could look like this:
local sec = sector[i]
local ceil = sec.ceiling
ceil.statx:flip(sector.STAT.SMOOSH)
git-svn-id: https://svn.eduke32.com/eduke32@3844 1a8010ca-5511-0410-912e-c29ae57300e0
The previous behavior was to translate them as global gamevars, since LunaCON
currently has no support for multiplayer. However, then some errors would be
missed where such gamevars are accessed in no-player context
(e.g. EVENT_ENTERLEVEL).
On by default, disabled with -fno-playervar.
git-svn-id: https://svn.eduke32.com/eduke32@3842 1a8010ca-5511-0410-912e-c29ae57300e0
Hard replacement reassigns the tile flags, while soft replacement bitwise
ORs them, as in CON (since some flags might already have been set using
commands like spritenoshade).
git-svn-id: https://svn.eduke32.com/eduke32@3829 1a8010ca-5511-0410-912e-c29ae57300e0
Also, allow (implicit) actor index -1 to 'sound' like in C-CON and fix
MULTIMODE gamevar definition (was 0, not 1).
git-svn-id: https://svn.eduke32.com/eduke32@3826 1a8010ca-5511-0410-912e-c29ae57300e0
For pre-1.3 CONs, determining the older script version with gamestartup and/or
definelevelname is not implemented.
git-svn-id: https://svn.eduke32.com/eduke32@3806 1a8010ca-5511-0410-912e-c29ae57300e0
NOTE: I'm committing this from my git clone again. If this works OK,
everything is in good order again. If not, I hope that I won't damage
the SVN repo. *Runs away...*
git-svn-id: https://svn.eduke32.com/eduke32@3798 1a8010ca-5511-0410-912e-c29ae57300e0
What is missing is saving and restoring per-player and per-actor gamevars.
Also add a test CON mutator 'mapstate.con'.
git-svn-id: https://svn.eduke32.com/eduke32@3794 1a8010ca-5511-0410-912e-c29ae57300e0
There's no option letter for loading them, and the extension is checked
case sensitively. Lua modules are loaded after CON translated to Lua.
Also remove -testlua option.
git-svn-id: https://svn.eduke32.com/eduke32@3788 1a8010ca-5511-0410-912e-c29ae57300e0
- In S_PlaySound(), move the sound index bound check above an indexing.
- For A_CheckHitSprite(), and A_FindPlayer(), allow NULL second arg.
- In A_ShootWithZvel(), make some one-letter vars be int32_t, making
storing safeldist() results in them meaningful.
- In MaybeTrainKillEnemies(), remove two redundant checks and move another
one further up.
- Comment that SIDEBOLT1 will never be translucent as was probably intended.
- In G_MoveFX(), fix an always-true comparison.
git-svn-id: https://svn.eduke32.com/eduke32@3680 1a8010ca-5511-0410-912e-c29ae57300e0
Actually, the tweaked code in VM_Move() is not specific to projectiles, so
other sprites now may pass no-SE7 water boundaries too, but it's most noticeable
with projectiles.
git-svn-id: https://svn.eduke32.com/eduke32@3678 1a8010ca-5511-0410-912e-c29ae57300e0
The Lunatic build compiles with new structures for sector and wall types.
They have separate members for TROR {up,down}{bunch,nextwall}, so there are
no conflicts with other uses of members into which they were previously
shoehorned. Also, the maximum bunch limit is bumped to 512 in that build.
Currently, loading from V7/8/9 and saving to V7 and V8 are supported.
git-svn-id: https://svn.eduke32.com/eduke32@3658 1a8010ca-5511-0410-912e-c29ae57300e0
Also, implement 'cmenu' in LunaCON, make 'definequote' also allowed as inner
command.
git-svn-id: https://svn.eduke32.com/eduke32@3656 1a8010ca-5511-0410-912e-c29ae57300e0
So that members needing it are checked when they're assigned to using the
usual syntax. What kind of check to perform (sector, player, ... x whether
negative values are allowed) is written in a declarative fashion inside the
C declaration.
Also, make Lunatic's MAXQUOTES be C's OBITQUOTEINDEX and bound-check an
access of sprite[p->wackedbyplayer] in the C code.
git-svn-id: https://svn.eduke32.com/eduke32@3653 1a8010ca-5511-0410-912e-c29ae57300e0
In Lunatic, gamevars (variables that are saved with savegames) are per-module.
git-svn-id: https://svn.eduke32.com/eduke32@3642 1a8010ca-5511-0410-912e-c29ae57300e0