Expose P_SceneryZMovement to Lua.

Still more complex than P_RingZMovement.
This commit is contained in:
GoldenTails 2020-04-19 23:08:33 -05:00
parent 4710e4f07c
commit df1fd0c456
3 changed files with 14 additions and 1 deletions

View file

@ -968,6 +968,17 @@ static int lib_pRingZMovement(lua_State *L)
return 0;
}
static int lib_pSceneryZMovement(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_SceneryZMovement(actor));
return 1;
}
// P_USER
////////////
@ -3331,6 +3342,7 @@ static luaL_Reg lib[] = {
{"P_SceneryXYMovement",lib_pSceneryXYMovement},
{"P_ZMovement",lib_pZMovement},
{"P_RingZMovement",lib_pRingZMovement},
{"P_SceneryZMovement",lib_pSceneryZMovement},
// p_user
{"P_GetPlayerHeight",lib_pGetPlayerHeight},

View file

@ -3069,7 +3069,7 @@ nightsdone:
}
}
static boolean P_SceneryZMovement(mobj_t *mo)
boolean P_SceneryZMovement(mobj_t *mo)
{
// Intercept the stupid 'fall through 3dfloors' bug
if (mo->subsector->sector->ffloors)

View file

@ -475,6 +475,7 @@ void P_RingXYMovement(mobj_t *mo);
void P_SceneryXYMovement(mobj_t *mo);
boolean P_ZMovement(mobj_t *mo);
void P_RingZMovement(mobj_t *mo);
boolean P_SceneryZMovement(mobj_t *mo);
void P_EmeraldManager(void);
extern INT32 modulothing;