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Added MobjMoveBlocked Lua hook
Also slightly edited P_XYMovement to properly check the mobj still exists before checking its eflags for MFE_SPRUNG, while I was at it
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930527a3d6
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3 changed files with 24 additions and 7 deletions
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@ -45,6 +45,7 @@ enum hook {
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hook_PlayerSpawn,
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hook_ShieldSpawn,
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hook_ShieldSpecial,
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hook_MobjMoveBlocked,
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hook_MAX // last hook
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};
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@ -81,5 +82,6 @@ boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8
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#define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
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#define LUAh_ShieldSpawn(player) LUAh_PlayerHook(player, hook_ShieldSpawn) // Hook for P_SpawnShieldOrb
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#define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities
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#define LUAh_MobjMoveBlocked(mo) LUAh_MobjHook(mo, hook_MobjMoveBlocked) // Hook for P_XYMovement (when movement is blocked)
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#endif
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@ -56,6 +56,7 @@ const char *const hookNames[hook_MAX+1] = {
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"PlayerSpawn",
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"ShieldSpawn",
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"ShieldSpecial",
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"MobjMoveBlocked",
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NULL
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};
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@ -126,6 +127,7 @@ static int lib_addHook(lua_State *L)
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case hook_BossDeath:
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case hook_MobjRemoved:
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case hook_HurtMsg:
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case hook_MobjMoveBlocked:
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hook.s.mt = MT_NULL;
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if (lua_isnumber(L, 2))
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hook.s.mt = lua_tonumber(L, 2);
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@ -184,6 +186,7 @@ static int lib_addHook(lua_State *L)
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case hook_MobjDeath:
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case hook_BossDeath:
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case hook_MobjRemoved:
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case hook_MobjMoveBlocked:
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lastp = &mobjhooks[hook.s.mt];
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break;
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case hook_JumpSpecial:
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26
src/p_mobj.c
26
src/p_mobj.c
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@ -2122,17 +2122,31 @@ void P_XYMovement(mobj_t *mo)
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if (CheckForBustableBlocks && mo->flags & MF_PUSHABLE)
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P_PushableCheckBustables(mo);
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if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(mo->eflags & MFE_SPRUNG))
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{
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// blocked move
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moved = false;
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moved = P_TryMove(mo, mo->x + xmove, mo->y + ymove, true); // Move!
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if (P_MobjWasRemoved(mo)) // mobj was removed during P_TryMove? don't continue
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return;
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if (mo->eflags & MFE_SPRUNG) // touching a spring counts as moved
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moved = true;
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if (!moved) // blocked move
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{
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if (player) {
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if (player->bot)
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B_MoveBlocked(player);
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}
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if (mo->flags & MF_BOUNCE)
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#ifdef HAVE_BLUA
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if (LUAh_MobjMoveBlocked(mo))
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{
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if (P_MobjWasRemoved(mo))
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return;
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}
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else
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#endif
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if (P_MobjWasRemoved(mo))
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return;
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else if (mo->flags & MF_BOUNCE)
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{
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P_BounceMove(mo);
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xmove = ymove = 0;
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@ -2232,8 +2246,6 @@ void P_XYMovement(mobj_t *mo)
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else
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mo->momx = mo->momy = 0;
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}
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else
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moved = true;
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if (P_MobjWasRemoved(mo)) // MF_SPECIAL touched a player! O_o;;
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return;
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