- factor out: G_WallSpriteDist()
- factor out: Proj_MaybeDamageCF() and Proj_MaybeDamageCF2()
in preparation for the next commit
- Make PROJ_DECAYVELOCITY macro take an arg for readability's sake
git-svn-id: https://svn.eduke32.com/eduke32@4204 1a8010ca-5511-0410-912e-c29ae57300e0
And 0 otherwise. Before accessing a sprite that is not not known to be
definitely valid (e.g. a loop over all sprites from 0 to MAXSPRITES-1),
one should check for validity before accessing it in any other fashion.
git-svn-id: https://svn.eduke32.com/eduke32@4146 1a8010ca-5511-0410-912e-c29ae57300e0
Also, add hitscan test to test.lua -- a crosshair-like sprite is spawned
and continuously updated to the position of where the player aims at.
git-svn-id: https://svn.eduke32.com/eduke32@4059 1a8010ca-5511-0410-912e-c29ae57300e0
It was only ever used as upper bound to the time that a visibility change
decays, but since it does that in an exponential fashion, there's really
no point.
git-svn-id: https://svn.eduke32.com/eduke32@3961 1a8010ca-5511-0410-912e-c29ae57300e0
- 'copy' may have them as source, 'getarraysize' works fine
- 'setarray' and 'resizearray' are obviously forbidden
- 'readarrayfromfile' and 'writearrayfromfile' is not implemented for them
(use case?)
Also, in the Makefile: don't use realpath on directories. It may give an empty
string.
git-svn-id: https://svn.eduke32.com/eduke32@3940 1a8010ca-5511-0410-912e-c29ae57300e0
- swap 2d and 3rd args in xmath.rotate() -- now rotate(point, ang, pivot)
- add vec3 method 'rotate', calling xmath.rotate
- store game tic count in savegames
git-svn-id: https://svn.eduke32.com/eduke32@3929 1a8010ca-5511-0410-912e-c29ae57300e0
- 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
E.g. con.action{0, 4, delay=20}; for convenience, viewtype and incval are
initialized to 1 (not 0) here.
git-svn-id: https://svn.eduke32.com/eduke32@3923 1a8010ca-5511-0410-912e-c29ae57300e0
Using macros like AC_COUNT(t). Clean up related code:
- comment out the dead condition noted in the previous commit
- Lunatic: use get_count() instead of get_t_data(0) in one place,
rename to _get_t_data(), i.e. make that method internal
git-svn-id: https://svn.eduke32.com/eduke32@3920 1a8010ca-5511-0410-912e-c29ae57300e0
Add testing code for an example actor 1275 (newspaper) to test.elua.
git-svn-id: https://svn.eduke32.com/eduke32@3918 1a8010ca-5511-0410-912e-c29ae57300e0
Also, an external 'minitext' with optional shade and pal. args and
documentation for ps:padecol().
git-svn-id: https://svn.eduke32.com/eduke32@3893 1a8010ca-5511-0410-912e-c29ae57300e0
(This is the module that implements much of the "hard-coded" functionality
formerly on the C side.)
git-svn-id: https://svn.eduke32.com/eduke32@3871 1a8010ca-5511-0410-912e-c29ae57300e0
Also add some recent keywords to the list in con_lang.lua which I had
forgotten all along.
git-svn-id: https://svn.eduke32.com/eduke32@3845 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
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