More generic name for P_ElementalFireTrail upon MI's request

This commit is contained in:
toasterbabe 2016-07-08 22:56:17 +01:00
parent 940a58b5ca
commit 0fefd86d1e
4 changed files with 7 additions and 7 deletions

View File

@ -777,14 +777,14 @@ static int lib_pBlackOw(lua_State *L)
return 0; return 0;
} }
static int lib_pElementalFireTrail(lua_State *L) static int lib_pElementalFire(lua_State *L)
{ {
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean cropcircle = lua_optboolean(L, 2); boolean cropcircle = lua_optboolean(L, 2);
NOHUD NOHUD
if (!player) if (!player)
return LUA_ErrInvalid(L, "player_t"); return LUA_ErrInvalid(L, "player_t");
P_ElementalFireTrail(player, cropcircle); P_ElementalFire(player, cropcircle);
return 0; return 0;
} }
@ -2038,7 +2038,7 @@ static luaL_Reg lib[] = {
{"P_ResetScore",lib_pResetScore}, {"P_ResetScore",lib_pResetScore},
{"P_DoJumpShield",lib_pDoJumpShield}, {"P_DoJumpShield",lib_pDoJumpShield},
{"P_BlackOw",lib_pBlackOw}, {"P_BlackOw",lib_pBlackOw},
{"P_ElementalFireTrail",lib_pElementalFireTrail}, {"P_ElementalFire",lib_pElementalFire},
{"P_DoPlayerExit",lib_pDoPlayerExit}, {"P_DoPlayerExit",lib_pDoPlayerExit},
{"P_InstaThrust",lib_pInstaThrust}, {"P_InstaThrust",lib_pInstaThrust},
{"P_ReturnThrustX",lib_pReturnThrustX}, {"P_ReturnThrustX",lib_pReturnThrustX},

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@ -151,7 +151,7 @@ boolean P_AutoPause(void);
void P_DoJumpShield(player_t *player); void P_DoJumpShield(player_t *player);
void P_BlackOw(player_t *player); void P_BlackOw(player_t *player);
void P_ElementalFireTrail(player_t *player, boolean cropcircle); void P_ElementalFire(player_t *player, boolean cropcircle);
void P_DoPityCheck(player_t *player); void P_DoPityCheck(player_t *player);
void P_PlayerThink(player_t *player); void P_PlayerThink(player_t *player);

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@ -2988,7 +2988,7 @@ static void P_PlayerZMovement(mobj_t *mo)
else // create a fire pattern on the ground else // create a fire pattern on the ground
{ {
S_StartSound(mo, sfx_s3k47); S_StartSound(mo, sfx_s3k47);
P_ElementalFireTrail(mo->player, true); P_ElementalFire(mo->player, true);
} }
} }
mo->player->pflags &= ~(PF_THOKKED|PF_SHIELDABILITY); mo->player->pflags &= ~(PF_THOKKED|PF_SHIELDABILITY);

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@ -6200,7 +6200,7 @@ void P_BlackOw(player_t *player)
player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK; player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK;
} }
void P_ElementalFireTrail(player_t *player, boolean cropcircle) void P_ElementalFire(player_t *player, boolean cropcircle)
{ {
fixed_t newx; fixed_t newx;
fixed_t newy; fixed_t newy;
@ -6812,7 +6812,7 @@ static void P_MovePlayer(player_t *player)
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL
&& (player->pflags & PF_SPINNING) && player->speed > FixedMul(4<<FRACBITS, player->mo->scale) && onground && (leveltime & 1) && (player->pflags & PF_SPINNING) && player->speed > FixedMul(4<<FRACBITS, player->mo->scale) && onground && (leveltime & 1)
&& !(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) && !(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
P_ElementalFireTrail(player, false); P_ElementalFire(player, false);
P_DoSpinDash(player, cmd); P_DoSpinDash(player, cmd);