why didn't this merge before??

This commit is contained in:
TehRealSalt 2017-11-05 02:17:13 -05:00
parent d3e888cc44
commit c0ed28e828
3 changed files with 5 additions and 4 deletions

View file

@ -1009,10 +1009,11 @@ static int lib_pTeleportMove(lua_State *L)
static int lib_pSlideMove(lua_State *L) static int lib_pSlideMove(lua_State *L)
{ {
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
boolean forceslide = luaL_checkboolean(L, 2);
NOHUD NOHUD
if (!mo) if (!mo)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
P_SlideMove(mo); P_SlideMove(mo, forceslide);
return 0; return 0;
} }

View file

@ -327,7 +327,7 @@ boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam);
boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff); boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff);
boolean P_Move(mobj_t *actor, fixed_t speed); boolean P_Move(mobj_t *actor, fixed_t speed);
boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z); boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
void P_SlideMove(mobj_t *mo); void P_SlideMove(mobj_t *mo, boolean forceslide);
void P_BounceMove(mobj_t *mo); void P_BounceMove(mobj_t *mo);
boolean P_CheckSight(mobj_t *t1, mobj_t *t2); boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius); void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius);

View file

@ -3587,7 +3587,7 @@ stairstep:
// //
// This is a kludgy mess. // This is a kludgy mess.
// //
void P_SlideMove(mobj_t *mo) void P_SlideMove(mobj_t *mo, boolean forceslide)
{ {
fixed_t leadx, leady, trailx, traily, newx, newy; fixed_t leadx, leady, trailx, traily, newx, newy;
INT16 hitcount = 0; INT16 hitcount = 0;
@ -3665,7 +3665,7 @@ retry:
PT_ADDLINES, PTR_SlideTraverse); PT_ADDLINES, PTR_SlideTraverse);
// Some walls are bouncy even if you're not // Some walls are bouncy even if you're not
if (bestslideline && !(bestslideline->flags & ML_BOUNCY)) // SRB2kart - All walls are bouncy unless specified otherwise if (!forceslide && bestslideline && !(bestslideline->flags & ML_BOUNCY)) // SRB2kart - All walls are bouncy unless specified otherwise
{ {
P_BounceMove(mo); P_BounceMove(mo);
return; return;