annotate src/lua/lvm.h @ 268:82ee2704c973
Since the game uses zeros as delimiters in the evolution/learnset section, it increments all of the move/pokemon indices by 1. Altered my code so that all returned values are consistently non-incremented.
author |
Dylan Holmes <ocsenave@gmail.com> |
date |
Mon, 26 Mar 2012 23:25:18 -0500 |
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27763b933818 |
children |
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1 /*
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2 ** $Id: lvm.h,v 2.5.1.1 2007/12/27 13:02:25 roberto Exp $
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3 ** Lua virtual machine
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4 ** See Copyright Notice in lua.h
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5 */
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6
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7 #ifndef lvm_h
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8 #define lvm_h
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9
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10
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11 #include "ldo.h"
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12 #include "lobject.h"
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13 #include "ltm.h"
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14
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15
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16 #define tostring(L,o) ((ttype(o) == LUA_TSTRING) || (luaV_tostring(L, o)))
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17
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18 #define tonumber(o,n) (ttype(o) == LUA_TNUMBER || \
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19 (((o) = luaV_tonumber(o,n)) != NULL))
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20
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21 #define equalobj(L,o1,o2) \
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22 (ttype(o1) == ttype(o2) && luaV_equalval(L, o1, o2))
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23
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24
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25 LUAI_FUNC int luaV_lessthan (lua_State *L, const TValue *l, const TValue *r);
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26 LUAI_FUNC int luaV_equalval (lua_State *L, const TValue *t1, const TValue *t2);
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27 LUAI_FUNC const TValue *luaV_tonumber (const TValue *obj, TValue *n);
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28 LUAI_FUNC int luaV_tostring (lua_State *L, StkId obj);
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29 LUAI_FUNC void luaV_gettable (lua_State *L, const TValue *t, TValue *key,
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30 StkId val);
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31 LUAI_FUNC void luaV_settable (lua_State *L, const TValue *t, TValue *key,
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32 StkId val);
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33 LUAI_FUNC void luaV_execute (lua_State *L, int nexeccalls);
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34 LUAI_FUNC void luaV_concat (lua_State *L, int total, int last);
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35
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36 #endif
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