Re-add P_ThingOnSpecial3DFloor for Lua backwards compatibility

This commit is contained in:
MascaraSnake 2023-01-01 11:31:44 +01:00
parent 060b79452a
commit e472c551e1
3 changed files with 37 additions and 0 deletions

View file

@ -2335,6 +2335,18 @@ static int lib_pMobjTouchingSectorSpecial(lua_State *L)
return 1;
}
static int lib_pThingOnSpecial3DFloor(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
LUA_Deprecated(L, "P_ThingOnSpecial3DFloor", "P_MobjTouchingSectorSpecial\" or \"P_MobjTouchingSectorSpecialFlag");
LUA_PushUserdata(L, P_ThingOnSpecial3DFloor(mo), META_SECTOR);
return 1;
}
static int lib_pMobjTouchingSectorSpecialFlag(lua_State *L)
{
mobj_t *mo = *((mobj_t**)luaL_checkudata(L, 1, META_MOBJ));
@ -4213,6 +4225,7 @@ static luaL_Reg lib[] = {
{"P_DoSuperTransformation",lib_pDoSuperTransformation},
{"P_ExplodeMissile",lib_pExplodeMissile},
{"P_MobjTouchingSectorSpecial",lib_pMobjTouchingSectorSpecial},
{"P_ThingOnSpecial3DFloor",lib_pThingOnSpecial3DFloor},
{"P_MobjTouchingSectorSpecialFlag",lib_pMobjTouchingSectorSpecialFlag},
{"P_PlayerTouchingSectorSpecial",lib_pPlayerTouchingSectorSpecial},
{"P_PlayerTouchingSectorSpecialFlag",lib_pPlayerTouchingSectorSpecialFlag},

View file

@ -4180,6 +4180,29 @@ sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number)
return NULL;
}
// Deprecated in favor of P_MobjTouchingSectorSpecial
// Kept for Lua backwards compatibility only
sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
{
ffloor_t *rover;
for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
{
if (!rover->master->frontsector->special)
continue;
if (!(rover->fofflags & FOF_EXISTS))
continue;
if (!P_IsMobjTouching3DFloor(mo, rover, mo->subsector->sector))
continue;
return rover->master->frontsector;
}
return NULL;
}
sector_t *P_MobjTouchingSectorSpecialFlag(mobj_t *mo, sectorspecialflags_t flag)
{
msecnode_t *node;

View file

@ -496,6 +496,7 @@ void P_SpawnSpecials(boolean fromnetsave);
// every tic
void P_UpdateSpecials(void);
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number);
sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo);
sector_t *P_MobjTouchingSectorSpecialFlag(mobj_t *mo, sectorspecialflags_t flag);
sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number);
sector_t *P_PlayerTouchingSectorSpecialFlag(player_t *player, sectorspecialflags_t flag);