* Fixed NPCs being unable to select a burst attack mode if the line of
fire was blocked.
* Changed the return point of combat_ai_hook_FleeFix to run
ai_check_drugs_ first.
Changed the debug message about missing art file for critters to be
displayed in game only when in sfall debugging mode.
* before they would "forget" their current target when trying to find
new ones (only 3), now the current target is included as one of
potential targets.
Tweaked the code of MultiHexPathingFix.
* NPCs will reload the weapon in the same turn (and attack if have
enough AP left) if weapon is empty while selecting targets.
Moved some leftover code in main.cpp to KillCounter.cpp & Elevators.cpp.
Misc code edits.
Limited NumSoundBuffers to the max of 32.
Fixed replacing Body_Torso with Body_Uncalled (from commit 62f890d)
Corrected the code in the previous commit.
* NPCs use only one box per reload. If the weapon has more ammo
capacity than a box of ammo (e.g. miniguns and BB gun), it'll take
several tries for them to fully reload it.
* reason: the skills didn't get initialized properly if loading a save
from the main menu before starting any game. And some inits in 3.8
also require running ResetState() before any game, so reverting is
probably the easiest solution before I break more stuff.
Backported some code setup from 4.x for Combat.cpp & Skills.cpp.
Changed "Radiated" to be highlighted in red color when the player is
under the influence of negative effects of radiation.
Some edits to macros in HookScripts.cpp.
Fixed potential crash/bug when alt-tab out of game and get back.
Edited OnDeath hook to minimize its hook points to the engine (from 4.x)
Minor edits to ddraw.ini.
* it changes the behavior of vanilla division operator to use signed
integer division. Before it used signed division for floats but
unsigned for integers.
Added a new "div" operator for unsigned integer division.
Moved mathematical script functions from ScriptUtils.hpp to new MathOps.
Added include guard to sfall.h and main.h in modders pack.
* now WORLDMAP, PIPBOY, INVENTORY, INTFACEUSE, and INTFACELOOT are
toggled after creating/before deleting their corresponding interface
windows.
Fixed the array out of bounds bug in Skills.cpp.
* calling endgame_movie now plays Movie11 or Movie12 depending on
the player's gender before the credits.
Added new flags to force_encounter_with_flags function.
* although 3.8 doesn't have the path issue as 4.x due to the lack of
loading custom .dat, it's better to unify the path in this case.
Refactored the code for DataLoadOrderPatch in the same way as 4.x.
* fixed the crashing bug and added a new behavior.
Changed the error message due to missing critter frame (again):
* replaced the interruption with printing the error message to in-game
message window.
Added "add_g_timer_event" and "remove_timer_event" script functions
for timed_event_p_proc in global scripts.
Fixed the check on the 'hidden' flag for previous commit.
* prevents player's movement when clicking on the window.
* the mouse cursor will not be toggled when the cursor hovers over
a hidden window.
Updated version number.
* Added BoxBarCount option.
* Added "set_iface_tag_text" and "add_iface_tag" script functions.
* Now number of simultaneously displayed boxes depends on game res.
* Updated documents.
Moved some codes from Worldmap.cpp to new Interface.cpp (same as 4.x).
Moved some option codes from main.cpp to other modules.
Removed CorpseLineOfFireFix from ddraw.ini (always enabled).
* to toggle modification sections for perks and traits.
Backported ini reading functions from 4.x to main.cpp, and edited
related code in Perks.cpp (need to implement to other source later)
Added error/warning icons to message boxes.
* before it set player's FID incorrectly if PC is in other appearance.
Prevented the player from equipping a weapon when player's current
appearance doesn't have the animation for it.
Fixed the player name while controlling other critters.
Edited texts for some error message boxes.
* it now runs for the player and NPCs when removing equipped items.
* added an additional argument.
Fixed drop_obj script function not removing the equipped armor properly
for the player and party members.
* it didn't remove the equipped armor properly for the player and party
members, resulting in broken armor stats.
Added a check for valid objects to get/set_object_data functions.
Some code edits to HeroAppearance.cpp.
Moved the code of NPCStage6Fix to BugFixes.cpp.
(to its original relative location, right above MultiHexPathingFix)
Reorganized some code in BugFixes.cpp.
Tweaked the error printing for ResizeArray in Arrays.cpp.
* Improved the display of the car fuel gauge on the world map interface.
* Expanded set_critter_stat function to allow changing STAT_unused and
STAT_dmg_* stats for the player, and STAT_unused for other critters.
* Changed AllowUnsafeScripting to not require sfall debugging mode.
* Changed NPCStage6Fix to be enabled by default.
* Added a new value to AIBestWeaponFix to change the priority multiplier
for having weapon perk to 3x.
Updated version number.
* disables playing the final movie/credits after the endgame slideshow.
* disables halving the weight for power armor items.
Moved FastShotFix and Ray's combat_p_proc fix from main.cpp to other
files.
Fixed player's direction after leaving a map via ladder/stairs.
Fixed MainMenuFontColour not changing the font color for the copyright
text on the main menu (#261)
Code correction in main.cpp.
Added code for preparing clearing map_update_event in queue.
Fixed a crash bug in message_str_game function when passing a negative
fileId value.
Corrected/edited some code.
* it forces the weapon to use EW skill regardless of its damage type.
Placed an object with PID 0x5000004 (corpse blood) to the lower z-layer
of the tile.
* prevent it from creating multiple message windows.
Capped StartMonth/StartDay in case people didn't notice "0-indexed".
Minor fix for assigning an ID to objects when loading a map.
Small optimization for sfall gl/hs scripts.
A set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
A set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
Engine modifications include:
**Engine modifications include:**
- Better support for modern operating systems
- Externalizing many settings like starting map and game time, skills, perks, critical hit tables, books, etc.
- Bug fixes
@@ -10,7 +10,7 @@ Engine modifications include:
- Extended scripting capabilities for modders (many new opcodes to control sfall features as well as previously unavailable vanilla engine functions)
Original author: timeslip
Original author: timeslip
Original description: A set of engine modifications for the classic game Fallout 2 by Interplay. Includes fixes for bugs in the original engine, allows fallout to run correctly on modern operating systems, and adds additional features for modders.
Original description: A set of engine modifications for the classic game Fallout 2 by Interplay. Includes fixes for bugs in the original engine, allows fallout to run correctly on modern operating systems, and adds additional features for modders.
The executation speed of scripts is not typically important in an unmodded game, given the difference in performance between a modern computer and what Fallout was designed for. When you start adding mods to the mix there's the potential for problems again, since sfall's global script system means that you can have a large amount of scripts being run every single frame.
======================
=== sslc -O option ===
======================
The sfall build of sslc supports a -O command line option to perform an optimization pass over the generated code. This isn't a magic make-my-code-go-faster bullet; most of what it does is very limited in scope. It's primary purpose was to strip out the procedures and variables which get automatically pulled into every script that includes define.h, whether you use them or not, and to do something about the additional variables that get created by foreach loops.
There are several levels of optimization available:
-O1 - Basic, only removes unreferenced globals variables and procedures, code itself remains untouched.
-O2 - Full, most code optimizations are on, but only those that were tested on complex scripts.
-O3 - Experimental, provides most efficiency, but tend to break some complex code due to bugs.
The following optimizations are performed:
> constant expression folding: if an expression depends only on values which are known at compile time, then the expression is replaced by its result.
a:=2+2; -> a:=4;
> constant variable initialization: All variables are initialised to some value, ('0', if you don't specify anything else,) so sslc attempts to make use of that fact to remove the first assignment to a variable if the first assignment is a constant expression.
variable a; -> variable a:=4;
a:=4; ->
> constant propagation: checks for values assigned to variables which can be computed at compile time, and replaces relevent references to the symbol by the constant. The original store is not removed by this optimization. Global variables are considered for this optimization only if they are not marked import or export, and are not assigned to anywhere in the script.
a:=4 -> a:=4
foo(a); -> foo(4);
> dead code removal: Checks for and removes code which cannot be reached, either because it is hidden behind a return or because the argument to an if statement can be computed at compile time.
if 1 then begin -> display_msg("foo");
display_msg("foo"); ->
end else begin ->
display_msg("bar"); ->
end ->
> unreferenced variable elimination: Checks for variables which are never referenced, and removes them. Also applies to global variables, as long as they are not marked for export.
variable i, j, k; -> variable i;
i:=1; -> i:=1;
return; -> return;
> unreferenced procedure elimination: Checks for any procedures which are never called, and removes them.
procedure foo begin return "foo"; end -> procedure foo begin return "foo"; end
procedure bar begin return "bar"; end -> procedure start begin
procedure start begin -> display_msg(foo);
display_msg(foo); -> end
end ->
> dead store removal: Removes variable assignments if the result of the variable is unused, and if the expression used to compute the value of the variable is provably free of side effects. (See 'pure' keyword)
a:="moo"; -> a:="foo";
a:="foo"; -> display_msg(a);
display_msg(a); ->
a:="bar"; ->
> store combination: Where there are two stores in a row to the same variable, the two expressions are combined.
var1 := var2; -> var1 := var2 + var3;
var1 += var3; ->
> variable combination: Where usage regions of variables do not overlap, combine the variables to provide additional candidates for unreferenced variable elimination. Very useful for scripts containing multiple foreach loops, which generate 2 or 3 hidden variables each.
a:="foo"; -> a:="foo";
display_msg(a); -> display_msg(a);
b:="bar"; -> a:="bar";
display_msg(b); -> display_msg(a);
> namelist compression: Fallout stores the names of all file scope variables and procedures in a namelist which is saved into the .int. Any of these that are unreferenced can be removed, and the names of global variables can be modified to make them shorter.
=============================
=== writing your own code ===
=============================
Don't have global scripts running any more often that you need them to. Not everything needs to be run every single frame.
Never concat constant strings with the '+' operator, as it forces the operation to be done at runtime. The compiler can cope with constant strings being placed next to each other without the need for a +, which results in far more efficient code as the combination is done at lex time.
Avoid function calls in while loops. function calls are expensive in comparison to variable lookups, so it's more efficient to move the function call out of the loop and store the result in a variable
while i < len_array(array) do begin -> tmp:= len_array(array);
... -> while i < tmp do begin
end -> ...
-> end
Mark functions with pure or inline where relevent.
'pure' is a hint to the optimizer that a procedure has no side effects. (i.e. there's no way to tell that it's been called aside from its return value.) Pure procedures cannot modify global variables, or call any other procedure that isn't itself pure. Functions marked with pure can only be used in expressions (i.e. you cannot use the 'call <procedure>' syntax to call them.) If there are non-pure terms in an expression, it prevents that expression being considered for dead store removal. Where no such optimizations can be performed, or if optimization is disabled, marking a procedure with pure will have no effect on the compiled code.
'inline' is an instruction to the compiler to replace calls to the marked procedure with a copy of the procedures code instead of having a seperate call. inlined procedures cannot use the 'return' command, cannot be predefined, and cannot be used as part of an expression. inlining if a procedure is only going to be called once is always a win, but if there are multiple calls to a procedure you will end up bloating the size of the generated code.
This is a modified copy of sslc, that has a few bugfixes from the original, that will recognise and compile the additional scripting functions provided by sfall, that can also understand some additional syntax, and that has an integrated preprocessor and optimizer.
Unlike the original script compiler, this has not been compiled as a dos program. When using this in place of the original compile.exe but still using p.bat, you need to either get rid of the dos4gw.exe reference from p.bat or replace the original dos4gw.exe with the one in this archive.
If you use fallout script editor, you can extract compile.exe and dos4gw.exe to its \binary folder, or extract them somewhere else and change your preferences in FSE to point there. FSE doesn't seem to be able to tell when errors occur when using this compiler though, so I'd recommend either using sfall's script editor instead or compiling by hand if possible.
When compiling global or hook scripts for sfall 3.4 or below, you _must_ include the line 'procedure start;' before any #includes that define procedures to avoid a few weird problems. (this is no longer required starting from 3.5)
This version of compiler was designed primarily for new sfall functions, but it can safely (and is recommended) to be used with non-sfall scripts as well, as long as you don't use any of the arrays syntax and any sfall scripting functions.
The original unmodified sslc source is over here:
http://www.teamx.ru/eng/files/srcs/index.shtml
============================
=== command line options ===
============================
-q don't wait for input on error
-n no warnings
-b backward compatibility mode
-l no logo
-p preprocess source
-O optimize code (full, see optimization.txt)
-O<N> set specific level of optimization (0 - off, 1 - basic, 2 - full, 3 - experimental)
-d print debug messages
-D output an abstract syntax tree of the program
-o set output path (follows the input file name)
-s enable short-circuit evaluation for all AND, OR operators
-m<macro[=val]> define a macro named "macro" for conditional compilation
-I<path> specify an additional directory to search for include files
The original command line option -w to turn on warnings no longer has an effect, since warnings are now on by default
===================================
=== Additional supported syntax ===
===================================
Syntax which requires sfall for compiled scripts to be interpreted, is marked by asterix (*).
> Optional arguments in user-defined procedures. You can only use constants for default values. It basically puts those constants in place of omitted arguments.
new:
procedure test(variable x, variable y := 0, variable z := -1) begin
...
end
...
call test("value");
old:
procedure test(variable x, variable y, variable z) begin
...
end
...
call test("value", 0, -1);
> New logical operators "AndAlso", "OrElse" for short-circuit evaluation of logical expressions.
Using these operators allow the right part of logical expressions not to be evaluated (executed, computed) if the result is already known. This can improve the performance of running scripts.
Example:
if (obj andAlso obj_pid(obj) == PID_STIMPAK) then ...
if obj is null, the second condition will not be checked and your script won't fail with "obj is null" error in debug.log
This also has an effect that a value of last computed argument is returned as a result of whole expressions, instead of always 0 (false) or 1 (true):
obj := false;
display_msg(obj orElse "something"); // will print "something"
You can also use the -s option to enable short-circuit evaluation for all the AND, OR operators in the script.
NOTE: Be aware that it may break some old scripts because operators behavior is changed slightly.
> Conditional expressions (Python-inspired), also known as ternary operator:
new:
X := value1 if condition else value2
old:
if (condition) then
X := value1;
else
X := value2;
> To assign values, you can use the alternative assignment operator from C/Java instead of Pascal syntax.
new:
x = 5;
old:
x := 5;
> Multiple variable decleration: Multiple variables can be declared on one line, seperated by commas. This is an alterative to the ugly begin/end block, or the bulky single variable per line style.
new:
variable a, b, c;
old:
variable begin a; b; c; end
> Variable initialization with expressions: You can now initialize local variables with complex expressions instead of constants.
new:
variable tile := tile_num(dude_obj);
old:
variable tile;
tile := tile_num(dude_obj);
NOTE: if your expression starts with a constant (eg. 2+2), enclose it in parentheses, otherwise compiler will be confused and give you errors.
> Hexadecimal numerical constants: Simply prefix a number with 0x to create a hexadecimal. The numbers 0 to 9 and a-f are allowed in the number. The number may not have a decimal point.
new:
a := 0x1000;
old:
a := 4096;
> increment/decrement operators: ++ and -- can be used as shorthand for +=1 and -=1 respectively. They are mearly a syntactic shorthand to improve readability, and so their use is only allowed where +=1 would normally be allowed.
new:
a++;
old:
a += 1;
> "break" & "continue" statements: they work just like in most high-level languages. "break" jumps out of the loop. "continue" jumps right to the beginning of the next iteration (see "for" and "foreach" sections for additional details).
new:
while (i < N) begin
// ...
if (/* some condition */) then break;
// ...
end
old:
while (i < N and not(breakFlag)) begin
// ...
if (/* condition */) then breakFlag := true;
// ...
end
new:
for (i := 0; i < N; i++) begin
// ...
if (/* condition */) then begin
// action
continue;
end
// else actions
end
old:
for (i := 0; i < N; i++) begin
// ...
if (/* condition */) then begin
// action
end else begin
// else actions
end
end
> "for" loops: Another piece of syntactic shorthand, to shorten while loops in many cases. Parentheses around the loop statements are recommended but not required (when not using parentheses, a semicolon is required after the 3rd loop statement).
new:
for (i := 0; i < 5; i++) begin
display_msg("i = "+i);
end
old
i := 0;
while (i < 5) do begin
display_msg("i = "+i);
i++;
end
NOTE: "continue" statement in a "for" loop will recognize increment statement (third statement in parentheses) and will execute it before jumping back to the beginning of loop. This way you will not get an endless loop.
> switch statements: A shorthand way of writing big 'if then else if...' blocks
new:
switch get_attack_type begin
case ATKTYPE_PUNCH: display_msg("punch");
case ATKTYPE_KICK: display_msg("kick");
default: display_msg("something else");
end
old:
variable tmp;
tmp := get_attack_type;
if tmp == ATKTYPE_PUNCH then begin
display_msg("punch");
end else if tmp == ATKTYPE_KICK then begin
display_msg("kick");
end else begin
display_msg("something else");
end
> empty statements in blocks are allowed: This is just a convenience to save scripters a bit of memory. Some of the macros in the fallout headers include their own semicolons while others do not. With the original compiler you had to remember which was which, and if you got it wrong the script would not compile. Now it's always safe to include your own semicolon, even if the macro already had its own. For example, this would not compile with the original sslc, but will with the sfall edition:
#define my_macro diplay_msg("foo");
procedure start begin
my_macro;
end
> Procedure stringify operator "@": designed to make callback-procedures a better option and allow for basic functional programming. Basically it replaces procedure names preceeded by "@" by a string constant.
Not many people know that since vanilla Fallout you can call procedures by "calling a variable" containing it's name as a string value. There was a couple of problems using this:
- optimizer wasn't aware that you are referencing a procedure, and could remove it, if you don't call it explicitly (can be solved by adding making procedure "critical")
- you couldn't see all references of a procedure from a Script Editor
- it was completely not obvious that you could do such a thing, it was a confusing syntax
old:
callbackVar := "Node000";
callbackVar();
new:
callbackVar := @Node000;
callbackVar();
> *arrays: In vanilla fallout arrays had to be constructed by reserving a block of global/map variables. Since sfall 2.7, specific array targeted functions have been available, but they are fairly messy and long winded to use. The compiler provides additional syntactic shorthand for accessing and setting array variables, as well as for array creation. When declaring an array variable, put a constant integer in []'s to give the number of elements in the array. (before sfall 3.4 you had to specify size in bytes for array elements, now it's not required, see "arrays.txt" for more information)
> *array expressions: sometimes you need to construct an array of elements and you will probably want to do it in just one expression. This is now possible:
new:
list := ["A", "B", "C", "D"];
old:
list := temp_array(4, 2);
list[0] := "A";
list[1] := "B";
list[2] := "C";
list[3] := "D";
Syntax specific for associative arrays is also available. (see "arrays.txt" for full introduction to this type of arrays).
> * "dot" syntax to access elements of associative arrays. "dot" syntax allows to work with arrays like objects:
trap.radius := 3;
trap.tile := tile_num(dude_obj);
you can chain dot and bracket syntax to access elements of multi-dimensional arrays:
collectionList[5].objectList[5].name += " foo";
NOTE: when using incremental operators like +=, *=, ++, -- compiler will use additional temp variable to get an array at penultimate level in order to avoid making the same chain of "get_array" calls twice.
> * "foreach" loops: A shorthand method of looping over all elements in an array. Syntax is 'foreach (<symbol> in <expression>) '
new:
procedure bingle begin
variable critter;
foreach (critter in list_as_array(LIST_CRITTERS)) begin
display_msg(""+critter);
end
end
old:
procedure bingle begin
variable begin critter; array; len; count; end
array := list_as_array(LIST_CRITTERS);
len := len_array(array);
count := 0;
while count < len do begin
critter := array[count];
display_msg("" + critter);
end
end
If you want an index array element (or key for "maps") at each iteration, use syntax: 'foreach (<symbol>: <symbol> in <expression>) '
foreach (pid: price in itemPriceMap) begin
if (itemPid == pid) then
itemPrice := price;
end
If you want to add additional condition for continuing the loop, use syntax: 'foreach (<symbol> in <expression> while <expression>) '. In this case loop will iterate over elements of an array until last element or until "while" expression is true (whatever comes first).
NOTE: just like "for" loop, "continue" statement will respect increments of a hidden counter variable, so you can safely use it inside "foreach".
====================
=== int2ssl note ===
====================
int2ssl by Anchorite (TeamX) is included in sfall modderspack package. It was updated to support all additional opcodes of sfall, along with some syntax features. You can use it to decompile any sfall or non-sfall script.
=============
=== Fixes ===
=============
playmoviealpharect was using the token for playmoviealpha, breaking both functions in the process.
addbuttonflag had an entry in the token table, and could be parsed, but was missing an entry in the emit list. This resulted in the compiler accepting it as a valid function, but not outputting any code for it into the compiled script.
The function tokenize was missing an entry in the token table, and so would not be recognised by the compiler.
fixed the check for the 'call "foo"' syntax so that non-string constants will no longer be accepted.
==============================
=== Backward compatibility ===
==============================
There are several changes in this version of sslc which may result in problems for previously working scripts. A new command line option '-b' is available, which will turn off all new fixes and features which have the possibility of causing a previously compiling script to change its behaviour. (And only those features; anything which would not compile under the old sslc is not affected.) This includes the following:
- Since 'for', 'foreach', 'break', 'continue', 'in' and 'tokenize' are now hardcoded names, existing scripts that use any of them as a variable or procedure name will no longer compile.
- Missing a semicolon after a variable declaration is now a hard error. (Originally sslc would check for the semicolon, but would not complain if it was missing.)
- The function addbuttonflag used to be recognised by the compiler, but would not emit any code into the int file.
- The function playmoviealpharect compiled as playmoviealpha
=================
=== Changelog ===
=================
> sfall 4.2.3
- fixed compiler giving "assignment operator expected" error when a variable-like macro is not being defined properly
- added new logical operators "AndAlso", "OrElse" for short-circuit evaluation of logical expressions
- added an alternative (C/Java-style) assignment operator "="
- added support for new "div" operator (unsigned integer division)
> sfall 4.2.2
- added support for new opcode "reg_anim_callback"
> sfall 4.2.1
- the basic optimization is now enabled by default when not specifying any optimization options
- added -m<macro[=val]> option to define a macro named "macro" for conditional compilation
- added -I<path> option to specify an additional directory to search for include files
- unreferenced "critical" procedures and procedures with the names "Node998" and "Node999" are now removed by the optimizer
> sfall 4.2
- now it is possible to run preprocess or optimization passes in backward compatibility mode
- added support for new opcode "register_hook_proc_spec"
> sfall 4.0:
- enabled code for "ceil" math function
- fixed missing argument for "how_much" function
- added "desc_p_proc" (from Fallout 1) to protected procedures that should not be removed by the optimizer
- fixed compiler giving "division by zero" error when using zero as the second factor in multiplication
> sfall 3.8
- added support for new universal opcodes sfall_funcX
- added -s short-circuit evalution option for AND, OR expressions
- int2ssl will detect and decompile conditional expressions and short-circuit logical operators
- added -F option to include full file paths in "#line" directives after preprocessing
- added -D option to write abstract syntax tree into .txt file
- fixed compiler crash when number of arguments in procedure declaration does not match definition
- fixed incorrect constant folding of "bwnot" operator
- fixed more invalid results in constant folding
- implemented optional arguments for user-defined procedures
- implemented stringify procedure names using @ operator, which is helpful to pass procedures around to call them from variables (it will properly handle references)
- logic for procedures passed as arguments to scripting functions was moved from code generation to parsing stage
- now it is possible to call user-defined procedures inside argument list of scripting functions, without compiler attempting to treat them as procedure references and probably fail (procedures will still be passed, but only to appropriate scripting functions at appropriate argument positions)
- int2ssl will now place empty parantheses after a call to user-defined procedure - this will distinct calls from passing procedures to some scripting functions (like giq_option)
- fixed inline procedure "calls" not working when optimization is enabled
- added column numbers to error/warning output
- added code to simplify adding sfall opcodes into compiler (need to add code in 3 places, instead of 7 places for each opcode)
- fixed bug when initializing variable with expression starting from a symbol
- added division by zero constant check
> sfall 3.5:
- completed namespace compression optimization with respect to imported/exported variables
- changed 'for' and 'foreach' syntax to allow parentheses which are easier to read IMHO
- heavy code refactoring - split "parse.c" into several files, replaced all dirty workaround code in "lex()" (some syntax features) with parser-level equivalents
- added syntax to reference elements in multi-dimensional arrays (unlimited sequence of brackets [] and dots . )
- added fully featured "break" and "continue" statements for loops
- moved some optimizations (namely constant propagation and variable reuse) to "experimental" because they were breaking my scripts
- added ability to initialize variables with expressions
> sfall 3.4:
- added "foreach .. while .." syntax
- added array expressions for lists and maps
- added "foreach (key: value in ...)" syntax for convenience
- fixed crash bug in "for" loop parsing function
- added ability to access array elements with string keys using OOP-like dot (".") syntax
#define in_range(x, from, to) (x >= from and x <= to)
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