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Game Lua, Unit testing, CmdParser, Polymorphic VM interface #84
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Game, Cgame, UI and Renderer modules The public API allows modules to call directly into the engines functions rather than bounce through the VM syscalls, and the renderer exported interface. The public API also includes the LUA_API interface. The public API is denoted by SO_PUBLIC on function prototypes in header files. Only these functions will be exported for use by plugin modules. All other symbol visibility is now hidden by default. To access renderer routines the CGame and UI call CL_GetRenderer() which returns the refexport_t from the engine. Game: Dropped QVM build support, only building dynamic modules using the public API. Begin integrating Lua into the game logic, interaction with gentity_t is trivial with the binding in `g_lua.cpp` external: Upgrade to Sol 2.19 build: Enable USE_CODEC_VORBIS by default, enabling OGG support in the engine.
message This is exact root of q3msgboom bug http://aluigi.altervista.org/adv/q3msgboom-adv.txt Unfortunately, server still need this ugly '1022 char limit' hack to support unfixed clients in some degree. And as it affects MSG_ReadBigString() - unfixed clients can still be crashed by 8191-chars long configstrings that comes with gamestate
…is reseting parser.args
Demo's of Lua from consoleSetting a rotation to the ReactorScriptreactor = game.gentity_t.find(nil, 'team_human_reactor')
reactor:set_rotation(0, 360, 0) Demohttps://www.youtube.com/watch?v=6l1MsDs7YyQ Moving Reactor to a different locationScript-- This script moves the Reactor into the position of an Acid tube.
reactor = game.gentity_t.find(nil, 'team_human_reactor')
ent = game.gentity_t.find(nil, 'team_alien_acid_tube')
ent.health = 0
ent.die(ent, ent, ent, 100, 0)
reactor.origin = ent.origin
reactor:link_entity() Demo |
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