Build 3736
SVN-
make on-disk gamearray footer contain non-printable chars.
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Also, allow writing userdefs[].auto_run.
SVN handles and Git names are merged into one person.
make on-disk gamearray footer contain non-printable chars.
Also, allow writing userdefs[].auto_run.
fix stuff after last commits; translator: clean up -f parsing code.
Also, implement 'cmenu' in LunaCON, make 'definequote' also allowed as inner command.
gen. cleaner code, make actor[].movflag internal, update listglobals.sh
begin gamevar system. Not much there yet.
In Lunatic, gamevars (variables that are saved with savegames) are per-module.
ifsquished.
fix rotatesprite coordinate check, gen. events to chain at beginning.
Properly implement rotatesprite16 by adding ROTATESPRITE_FULL16 to orientation.
readarrayfromfile: fail silently if file can't be opened.
simplify RETURN handling, make its behavior across events same as C-CON.
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.
actor usertypes from CON, set SFLAGs as 2nd gameactor() arg in Lua.
In passing, fix a couple of omissions: gameactor() being passed nil's in the middle, more than one moveflag to CON *actor.
fix weapondata_t read access, Lua->CON line mapping for if* commands.
cancel logo on EVENT_LOGO error, fix CON mulscale and writable gv.
properly protect weapondata_t members, fix Lua->CON line mapping.
Also, make -Werror-bad-getactorvar disabled by default.
g_tile access, rudimentary system gamearray support for the translator.
The only operation for which proper code is generated is reading a single value from a system gamearray.
export C functions that may call into CON events using the Lua C API.
We must not call these functions using the FFI, since the Lua state is considered locked across such calls.
ksqrt, with timing and value test.
The latter shows that "int32_t ksqrt(int32_t)" also copes with values in the range INT32_MIN..-1, effectively interpreting them as uint32_t (i.e. adding 2**32). However, this should not be relied on from CON.
more complex gamevar-decl code.