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Merge branch 'expose-thrust-funcs-to-lua' into 'next'
Expose more thrust functions to Lua See merge request STJr/SRB2!1493
This commit is contained in:
commit
6976f8524d
3 changed files with 55 additions and 4 deletions
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@ -1567,6 +1567,19 @@ static int lib_pInstaThrust(lua_State *L)
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return 0;
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}
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static int lib_pInstaThrustEvenIn2D(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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angle_t angle = luaL_checkangle(L, 2);
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fixed_t move = luaL_checkfixed(L, 3);
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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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P_InstaThrustEvenIn2D(mo, angle, move);
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return 0;
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}
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static int lib_pReturnThrustX(lua_State *L)
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{
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angle_t angle;
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@ -2214,6 +2227,40 @@ static int lib_pThrust(lua_State *L)
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return 0;
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}
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static int lib_pThrustEvenIn2D(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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angle_t angle = luaL_checkangle(L, 2);
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fixed_t move = luaL_checkfixed(L, 3);
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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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P_ThrustEvenIn2D(mo, angle, move);
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return 0;
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}
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static int lib_pVectorInstaThrust(lua_State *L)
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{
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fixed_t xa = luaL_checkfixed(L, 1);
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fixed_t xb = luaL_checkfixed(L, 2);
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fixed_t xc = luaL_checkfixed(L, 3);
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fixed_t ya = luaL_checkfixed(L, 4);
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fixed_t yb = luaL_checkfixed(L, 5);
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fixed_t yc = luaL_checkfixed(L, 6);
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fixed_t za = luaL_checkfixed(L, 7);
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fixed_t zb = luaL_checkfixed(L, 8);
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fixed_t zc = luaL_checkfixed(L, 9);
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fixed_t momentum = luaL_checkfixed(L, 10);
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mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 11, 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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P_VectorInstaThrust(xa, xb, xc, ya, yb, yc, za, zb, zc, momentum, mo);
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return 0;
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}
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static int lib_pSetMobjStateNF(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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@ -4123,6 +4170,7 @@ static luaL_Reg lib[] = {
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{"P_DoPlayerFinish",lib_pDoPlayerFinish},
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{"P_DoPlayerExit",lib_pDoPlayerExit},
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{"P_InstaThrust",lib_pInstaThrust},
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{"P_InstaThrustEvenIn2D",lib_pInstaThrustEvenIn2D},
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{"P_ReturnThrustX",lib_pReturnThrustX},
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{"P_ReturnThrustY",lib_pReturnThrustY},
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{"P_LookForEnemies",lib_pLookForEnemies},
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@ -4176,6 +4224,8 @@ static luaL_Reg lib[] = {
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// p_spec
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{"P_Thrust",lib_pThrust},
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{"P_ThrustEvenIn2D",lib_pThrustEvenIn2D},
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{"P_VectorInstaThrust",lib_pVectorInstaThrust},
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{"P_SetMobjStateNF",lib_pSetMobjStateNF},
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{"P_DoSuperTransformation",lib_pDoSuperTransformation},
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{"P_ExplodeMissile",lib_pExplodeMissile},
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@ -535,6 +535,9 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle
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boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state);
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boolean P_CheckMissileSpawn(mobj_t *th);
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void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move);
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void P_ThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move);
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void P_VectorInstaThrust(fixed_t xa, fixed_t xb, fixed_t xc, fixed_t ya, fixed_t yb, fixed_t yc,
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fixed_t za, fixed_t zb, fixed_t zc, fixed_t momentum, mobj_t *mo);
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void P_DoSuperTransformation(player_t *player, boolean giverings);
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void P_ExplodeMissile(mobj_t *mo);
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void P_CheckGravity(mobj_t *mo, boolean affect);
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@ -106,8 +106,7 @@ void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move)
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mo->momy += FixedMul(move, FINESINE(angle));
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}
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#if 0
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static inline void P_ThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move)
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void P_ThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move)
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{
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angle >>= ANGLETOFINESHIFT;
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@ -115,7 +114,7 @@ static inline void P_ThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move)
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mo->momy += FixedMul(move, FINESINE(angle));
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}
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static inline void P_VectorInstaThrust(fixed_t xa, fixed_t xb, fixed_t xc, fixed_t ya, fixed_t yb, fixed_t yc,
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void P_VectorInstaThrust(fixed_t xa, fixed_t xb, fixed_t xc, fixed_t ya, fixed_t yb, fixed_t yc,
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fixed_t za, fixed_t zb, fixed_t zc, fixed_t momentum, mobj_t *mo)
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{
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fixed_t a1, b1, c1, a2, b2, c2, i, j, k;
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@ -145,7 +144,6 @@ static inline void P_VectorInstaThrust(fixed_t xa, fixed_t xb, fixed_t xc, fixed
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mo->momy = j;
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mo->momz = k;
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}
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#endif
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//
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// P_InstaThrust
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