Allow accessing a player even if there is no mobj

The worst part is you could've just saved the player userdata and accessed it
later anyway while player.mo is nil.
This commit is contained in:
James R 2020-11-05 20:02:40 -08:00
parent 29d8e44055
commit 9e586c348c

View file

@ -52,8 +52,6 @@ static int lib_iteratePlayers(lua_State *L)
{
if (!playeringame[i])
continue;
if (!players[i].mo)
continue;
LUA_PushUserdata(L, &players[i], META_PLAYER);
return 1;
}
@ -74,8 +72,6 @@ static int lib_getPlayer(lua_State *L)
return LUA_PushServerPlayer(L);
if (!playeringame[i])
return 0;
if (!players[i].mo)
return 0;
LUA_PushUserdata(L, &players[i], META_PLAYER);
return 1;
}
@ -136,8 +132,6 @@ static int lib_iterateDisplayplayers(lua_State *L)
if (i > splitscreen || !playeringame[displayplayers[i]])
return 0; // Stop! There are no more players for us to go through. There will never be a player gap in displayplayers.
if (!players[displayplayers[i]].mo)
continue;
LUA_PushUserdata(L, &players[displayplayers[i]], META_PLAYER);
lua_pushinteger(L, i); // push this to recall what number we were on for the next function call. I suppose this also means you can retrieve the splitscreen player number with 'for p, n in displayplayers.iterate'!
return 2;
@ -158,8 +152,6 @@ static int lib_getDisplayplayers(lua_State *L)
return 0;
if (!playeringame[displayplayers[i]])
return 0;
if (!players[displayplayers[i]].mo)
return 0;
LUA_PushUserdata(L, &players[displayplayers[i]], META_PLAYER);
return 1;
}