Refactor code to make it easier to do 'nopredict' inside of any function without having a dependency on world model.
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@@ -466,6 +466,24 @@ void LuaStack::setvisited(LuaSlot tab, bool visited) const {
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lua_modflagbits(L_, tab.index(), 0x0010, visited ? 0x0010 : 0);
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}
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WorldType LuaStack::world_type() const {
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lua_pushstring(L_, "worldtype");
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lua_rawget(L_, LUA_REGISTRYINDEX);
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lua_Integer n = lua_tointeger(L_, -1);
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lua_pop(L_, 1);
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assert(n != 0);
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return (WorldType)n;
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}
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void LuaStack::guard_nopredict(const char *fn) {
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if (lua_isyieldable(L_)) {
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if (!is_authoritative()) {
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lua_yield(L_, 0);
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luaL_error(L_, "unexplained nopredict failure in %s", fn);
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}
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}
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}
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LuaKeywordParser::LuaKeywordParser(lua_State *L, int slot) {
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L_ = L;
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slot_ = slot;
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