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add more comments/docstrings on first 58 files, try new windows-specific framelimiting (#1134)
* cleanup * type * link against a library
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@@ -6,10 +6,17 @@
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;; dgos: GAME, ENGINE
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;; This extremely confusing "connection system" allows the connection between
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;; "engines" and "processes". Basically, a process may add connections to an engine.
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;; A "connection" is really just a function that gets called when the engine runs.
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;; Another way to use the system is as a queue of messages from processes to the engine,
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;; without using a function.
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;; "engines" and "processes". Basically, a process can "register" itself with any number of "engines".
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;; The "engines" can then iterate through all the connected processes. If a process is destroyed, it will
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;; be removed from all engines. It is okay to connect a process to multiple engines, or even to the same engine
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;; multiple times.
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;; Some example uses:
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;; - a "foreground-engine" has connections to all foreground objects that need to be drawn on each frame.
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;; - when a process wants to change a game setting, it opens a connection to the settings engine to request a change.
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;; when the process is killed, the setting change is reverted.
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;; A "connection" is really just a function that gets called when the engine runs, or a set of parameters that the engine can iterate through.
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;;;;;;;;;;;;;;;;;;;;;;;;;;;
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@@ -556,8 +563,6 @@
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0
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)
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(defmethod remove-by-param2 engine ((obj engine) (p2-value int))
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"Remove all connections with param2 matching p2-value"
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(let* ((current (-> obj alive-list next0))
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