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My biggest worry is how fast Lua would access the
objects properties (in fact, tables).

For a tipical func like this

void  ()some_func =  {
   self.frame = 10;
   self.think = think_func;
   self.nextthink = time + 0.1;
   ai_stand ( );
};

It could be ease to program this in Lua, but some
funcs
are very much complicated, with expressions like this:

self.velocity = (normalize ( ((self.enemy.origin +
(v_forward * 24)) - self.origin)) * 200);


I'm not doing a QuakeC-Lua port, but would like to use
Lua in my game like QC was used in Q1.


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