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why didn't this merge before??
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d3e888cc44
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3 changed files with 5 additions and 4 deletions
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@ -1009,10 +1009,11 @@ static int lib_pTeleportMove(lua_State *L)
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static int lib_pSlideMove(lua_State *L)
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static int lib_pSlideMove(lua_State *L)
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{
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{
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mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
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mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
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boolean forceslide = luaL_checkboolean(L, 2);
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NOHUD
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NOHUD
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if (!mo)
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if (!mo)
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return LUA_ErrInvalid(L, "mobj_t");
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return LUA_ErrInvalid(L, "mobj_t");
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P_SlideMove(mo);
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P_SlideMove(mo, forceslide);
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return 0;
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return 0;
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}
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}
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@ -327,7 +327,7 @@ boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam);
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boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff);
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boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff);
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boolean P_Move(mobj_t *actor, fixed_t speed);
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boolean P_Move(mobj_t *actor, fixed_t speed);
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boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
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boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
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void P_SlideMove(mobj_t *mo);
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void P_SlideMove(mobj_t *mo, boolean forceslide);
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void P_BounceMove(mobj_t *mo);
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void P_BounceMove(mobj_t *mo);
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boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
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boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
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void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius);
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void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius);
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@ -3587,7 +3587,7 @@ stairstep:
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//
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//
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// This is a kludgy mess.
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// This is a kludgy mess.
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//
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//
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void P_SlideMove(mobj_t *mo)
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void P_SlideMove(mobj_t *mo, boolean forceslide)
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{
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{
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fixed_t leadx, leady, trailx, traily, newx, newy;
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fixed_t leadx, leady, trailx, traily, newx, newy;
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INT16 hitcount = 0;
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INT16 hitcount = 0;
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@ -3665,7 +3665,7 @@ retry:
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PT_ADDLINES, PTR_SlideTraverse);
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PT_ADDLINES, PTR_SlideTraverse);
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// Some walls are bouncy even if you're not
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// Some walls are bouncy even if you're not
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if (bestslideline && !(bestslideline->flags & ML_BOUNCY)) // SRB2kart - All walls are bouncy unless specified otherwise
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if (!forceslide && bestslideline && !(bestslideline->flags & ML_BOUNCY)) // SRB2kart - All walls are bouncy unless specified otherwise
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{
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{
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P_BounceMove(mo);
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P_BounceMove(mo);
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return;
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return;
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