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Make the texture stuff completely integer-based again, but expose R_TextureNumForName
Decided that being able to set a string and then have it return an integer when retrieving would ultimately be confusing, so let's just let the user handle the string functions.
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parent
ed1c108992
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f5a45534fa
2 changed files with 22 additions and 13 deletions
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@ -1722,7 +1722,23 @@ static int lib_rSetPlayerSkin(lua_State *L)
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// R_DATA
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////////////
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// This also doesn't exist, but we need it for texture find+replace to not be a horrible chore.
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static int lib_rCheckTextureNumForName(lua_State *L)
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{
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const char *name = luaL_checkstring(L, 1);
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//HUDSAFE
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lua_pushinteger(L, R_CheckTextureNumForName(name));
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return 1;
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}
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static int lib_rTextureNumForName(lua_State *L)
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{
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const char *name = luaL_checkstring(L, 1);
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//HUDSAFE
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lua_pushinteger(L, R_TextureNumForName(name));
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return 1;
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}
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// This doesn't exist, but we need it for texture find+replace to not be a horrible chore.
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static int lib_rGetTextureName(lua_State *L)
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{
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INT32 texnum = luaL_checkinteger(L, 1);
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@ -2585,6 +2601,8 @@ static luaL_Reg lib[] = {
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{"R_SetPlayerSkin",lib_rSetPlayerSkin},
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// r_data
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{"R_CheckTextureNumForName",lib_rCheckTextureNumForName),
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{"R_TextureNumForName",lib_rTextureNumForName),
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{"R_GetTextureName",lib_rGetTextureName},
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// s_sound
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@ -720,21 +720,12 @@ static int side_set(lua_State *L)
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side->rowoffset = luaL_checkfixed(L, 3);
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break;
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case side_toptexture:
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if (lua_isstring(L, 3))
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side->toptexture = R_TextureNumForName(lua_tostring(L, 3));
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else
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side->toptexture = luaL_checkinteger(L, 3);
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break;
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case side_bottomtexture:
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if (lua_isstring(L, 3))
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side->bottomtexture = R_TextureNumForName(lua_tostring(L, 3));
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else
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side->bottomtexture = luaL_checkinteger(L, 3);
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break;
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case side_midtexture:
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if (lua_isstring(L, 3))
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side->midtexture = R_TextureNumForName(lua_tostring(L, 3));
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else
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side->midtexture = luaL_checkinteger(L, 3);
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break;
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case side_repeatcnt:
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