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Merge branch 'thingonspecial3dfloor' into 'next'
Re-add P_ThingOnSpecial3DFloor for Lua backwards compatibility See merge request STJr/SRB2!1905
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commit
02fa860c46
3 changed files with 37 additions and 0 deletions
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@ -2261,6 +2261,18 @@ static int lib_pMobjTouchingSectorSpecial(lua_State *L)
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return 1;
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return 1;
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}
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}
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static int lib_pThingOnSpecial3DFloor(lua_State *L)
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{
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mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
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NOHUD
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INLEVEL
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if (!mo)
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return LUA_ErrInvalid(L, "mobj_t");
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LUA_Deprecated(L, "P_ThingOnSpecial3DFloor", "P_MobjTouchingSectorSpecial\" or \"P_MobjTouchingSectorSpecialFlag");
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LUA_PushUserdata(L, P_ThingOnSpecial3DFloor(mo), META_SECTOR);
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return 1;
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}
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static int lib_pMobjTouchingSectorSpecialFlag(lua_State *L)
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static int lib_pMobjTouchingSectorSpecialFlag(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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@ -4132,6 +4144,7 @@ static luaL_Reg lib[] = {
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{"P_DoSuperTransformation",lib_pDoSuperTransformation},
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{"P_DoSuperTransformation",lib_pDoSuperTransformation},
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{"P_ExplodeMissile",lib_pExplodeMissile},
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{"P_ExplodeMissile",lib_pExplodeMissile},
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{"P_MobjTouchingSectorSpecial",lib_pMobjTouchingSectorSpecial},
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{"P_MobjTouchingSectorSpecial",lib_pMobjTouchingSectorSpecial},
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{"P_ThingOnSpecial3DFloor",lib_pThingOnSpecial3DFloor},
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{"P_MobjTouchingSectorSpecialFlag",lib_pMobjTouchingSectorSpecialFlag},
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{"P_MobjTouchingSectorSpecialFlag",lib_pMobjTouchingSectorSpecialFlag},
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{"P_PlayerTouchingSectorSpecial",lib_pPlayerTouchingSectorSpecial},
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{"P_PlayerTouchingSectorSpecial",lib_pPlayerTouchingSectorSpecial},
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{"P_PlayerTouchingSectorSpecialFlag",lib_pPlayerTouchingSectorSpecialFlag},
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{"P_PlayerTouchingSectorSpecialFlag",lib_pPlayerTouchingSectorSpecialFlag},
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23
src/p_spec.c
23
src/p_spec.c
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@ -4180,6 +4180,29 @@ sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number)
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return NULL;
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return NULL;
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}
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}
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// Deprecated in favor of P_MobjTouchingSectorSpecial
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// Kept for Lua backwards compatibility only
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sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
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{
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ffloor_t *rover;
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for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
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{
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if (!rover->master->frontsector->special)
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continue;
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if (!(rover->fofflags & FOF_EXISTS))
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continue;
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if (!P_IsMobjTouching3DFloor(mo, rover, mo->subsector->sector))
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continue;
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return rover->master->frontsector;
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}
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return NULL;
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}
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sector_t *P_MobjTouchingSectorSpecialFlag(mobj_t *mo, sectorspecialflags_t flag)
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sector_t *P_MobjTouchingSectorSpecialFlag(mobj_t *mo, sectorspecialflags_t flag)
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{
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{
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msecnode_t *node;
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msecnode_t *node;
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@ -496,6 +496,7 @@ void P_SpawnSpecials(boolean fromnetsave);
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// every tic
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// every tic
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void P_UpdateSpecials(void);
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void P_UpdateSpecials(void);
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sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number);
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sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number);
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sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo);
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sector_t *P_MobjTouchingSectorSpecialFlag(mobj_t *mo, sectorspecialflags_t flag);
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sector_t *P_MobjTouchingSectorSpecialFlag(mobj_t *mo, sectorspecialflags_t flag);
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sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number);
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sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number);
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sector_t *P_PlayerTouchingSectorSpecialFlag(player_t *player, sectorspecialflags_t flag);
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sector_t *P_PlayerTouchingSectorSpecialFlag(player_t *player, sectorspecialflags_t flag);
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