diff --git a/src/lua_baselib.c b/src/lua_baselib.c index dcde77927..1a0b53920 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -1062,48 +1062,56 @@ static int lib_pSceneryXYMovement(lua_State *L) static int lib_pZMovement(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + mobj_t *ptmthing = tmthing; NOHUD INLEVEL if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_ZMovement(actor)); P_CheckPosition(actor, actor->x, actor->y); + P_SetTarget(&tmthing, ptmthing); return 1; } static int lib_pRingZMovement(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + mobj_t *ptmthing = tmthing; NOHUD INLEVEL if (!actor) return LUA_ErrInvalid(L, "mobj_t"); P_RingZMovement(actor); P_CheckPosition(actor, actor->x, actor->y); + P_SetTarget(&tmthing, ptmthing); return 0; } static int lib_pSceneryZMovement(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + mobj_t *ptmthing = tmthing; NOHUD INLEVEL if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_SceneryZMovement(actor)); P_CheckPosition(actor, actor->x, actor->y); + P_SetTarget(&tmthing, ptmthing); return 1; } static int lib_pPlayerZMovement(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + mobj_t *ptmthing = tmthing; NOHUD INLEVEL if (!actor) return LUA_ErrInvalid(L, "mobj_t"); P_PlayerZMovement(actor); P_CheckPosition(actor, actor->x, actor->y); + P_SetTarget(&tmthing, ptmthing); return 0; } @@ -1490,11 +1498,13 @@ static int lib_pSpawnSkidDust(lua_State *L) static int lib_pMovePlayer(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); + mobj_t *ptmthing = tmthing; NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_MovePlayer(player); + P_SetTarget(&tmthing, ptmthing); return 0; } diff --git a/src/p_setup.c b/src/p_setup.c index bdbc1ce3e..dd7658507 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -4221,7 +4221,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate) P_ResetWaypoints(); - P_MapStart(); + P_MapStart(); // tmthing can be used starting from this point if (!P_LoadMapFromFile()) return false; @@ -4274,8 +4274,6 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate) // clear special respawning que iquehead = iquetail = 0; - P_MapEnd(); - // Remove the loading shit from the screen if (rendermode != render_none && !(titlemapinaction || reloadinggamestate)) F_WipeColorFill(levelfadecol); @@ -4295,6 +4293,8 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate) P_RunCachedActions(); + P_MapEnd(); // tmthing is no longer needed from this point onwards + // Took me 3 hours to figure out why my progression kept on getting overwritten with the titlemap... if (!titlemapinaction) { @@ -4318,7 +4318,9 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate) G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1); } P_PreTicker(2); + P_MapStart(); // just in case MapLoad modifies tmthing LUAh_MapLoad(); + P_MapEnd(); // just in case MapLoad modifies tmthing } // No render mode or reloading gamestate, stop here.