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Expose P_SceneryXYMovement to Lua.
Ironically this seems slightly more advanced than P_RingXYMovement...
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3 changed files with 14 additions and 1 deletions
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@ -935,6 +935,17 @@ static int lib_pRingXYMovement(lua_State *L)
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return 0;
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}
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static int lib_pSceneryXYMovement(lua_State *L)
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{
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mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
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NOHUD
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INLEVEL
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if (!actor)
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return LUA_ErrInvalid(L, "mobj_t");
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P_SceneryXYMovement(actor);
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return 0;
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}
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// P_USER
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////////////
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@ -3295,6 +3306,7 @@ static luaL_Reg lib[] = {
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{"P_RailThinker",lib_pRailThinker},
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{"P_XYMovement",lib_pXYMovement},
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{"P_RingXYMovement",lib_pRingXYMovement},
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{"P_SceneryXYMovement",lib_pSceneryXYMovement},
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// p_user
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{"P_GetPlayerHeight",lib_pGetPlayerHeight},
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@ -2111,7 +2111,7 @@ void P_RingXYMovement(mobj_t *mo)
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P_SlideMove(mo);
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}
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static void P_SceneryXYMovement(mobj_t *mo)
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void P_SceneryXYMovement(mobj_t *mo)
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{
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fixed_t oldx, oldy; // reducing bobbing/momentum on ice when up against walls
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@ -472,6 +472,7 @@ void P_RemovePrecipMobj(precipmobj_t *mobj);
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void P_SetScale(mobj_t *mobj, fixed_t newscale);
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void P_XYMovement(mobj_t *mo);
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void P_RingXYMovement(mobj_t *mo);
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void P_SceneryXYMovement(mobj_t *mo);
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void P_EmeraldManager(void);
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extern INT32 modulothing;
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