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P_DeleteFloorSpriteSlope -> P_RemoveFloorSpriteSlope
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parent
8f65b98c24
commit
36550725f3
3 changed files with 7 additions and 8 deletions
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@ -921,14 +921,14 @@ static int lib_pCreateFloorSpriteSlope(lua_State *L)
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return 1;
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}
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static int lib_pDeleteFloorSpriteSlope(lua_State *L)
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static int lib_pRemoveFloorSpriteSlope(lua_State *L)
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{
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mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
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NOHUD
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INLEVEL
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if (!mobj)
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return LUA_ErrInvalid(L, "mobj_t");
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P_DeleteFloorSpriteSlope(mobj);
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P_RemoveFloorSpriteSlope(mobj);
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return 1;
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}
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@ -3559,7 +3559,7 @@ static luaL_Reg lib[] = {
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{"P_CanRunOnWater",lib_pCanRunOnWater},
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{"P_MaceRotate",lib_pMaceRotate},
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{"P_CreateFloorSpriteSlope",lib_pCreateFloorSpriteSlope},
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{"P_DeleteFloorSpriteSlope",lib_pDeleteFloorSpriteSlope},
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{"P_RemoveFloorSpriteSlope",lib_pRemoveFloorSpriteSlope},
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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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@ -10884,7 +10884,7 @@ void *P_CreateFloorSpriteSlope(mobj_t *mobj)
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return (void *)mobj->floorspriteslope;
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}
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void P_DeleteFloorSpriteSlope(mobj_t *mobj)
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void P_RemoveFloorSpriteSlope(mobj_t *mobj)
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{
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if (mobj->floorspriteslope)
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Z_Free(mobj->floorspriteslope);
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@ -10947,14 +10947,13 @@ void P_RemoveMobj(mobj_t *mobj)
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P_DelSeclist(sector_list);
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sector_list = NULL;
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}
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mobj->flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
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mobj->subsector = NULL;
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mobj->state = NULL;
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mobj->player = NULL;
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if (mobj->floorspriteslope)
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Z_Free(mobj->floorspriteslope);
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mobj->floorspriteslope = NULL;
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P_RemoveFloorSpriteSlope(mobj);
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// stop any playing sound
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S_StopSound(mobj);
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@ -477,7 +477,7 @@ void P_SpawnHoopOfSomething(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT
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void P_SpawnPrecipitation(void);
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void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, statenum_t nstate, angle_t rotangle, boolean spawncenter);
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void *P_CreateFloorSpriteSlope(mobj_t *mobj);
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void P_DeleteFloorSpriteSlope(mobj_t *mobj);
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void P_RemoveFloorSpriteSlope(mobj_t *mobj);
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boolean P_BossTargetPlayer(mobj_t *actor, boolean closest);
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boolean P_SupermanLook4Players(mobj_t *actor);
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void P_DestroyRobots(void);
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