trying to resurrect my zdoom lua branch, but large chunks of the runtime now exist in a /separate/ scripting system which is making that difficult


@eevee As of a day or two ago the last of the work to ZScriptify AActor and all its subclasses was completed, I'm not sure how good an indicator that is of a clean separation between engine and game logic but it seems encouraging?

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@jplebreton i'm hoping that'll make it easier to put another language /in/, but i fear it complicates access to all those zscripted objects that are natively supported by the engine

@jplebreton might be wrong though, will just have to see how this looks once i get it building again

@eevee As I understand it, the push was to have 0 remaining native code for dealing with those classes. Not sure of all the low level implications of that tho.

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