Merge branch 'master' into damage-control

This commit is contained in:
Monster Iestyn 2015-08-14 19:01:41 +01:00
commit 4369ba2a21
31 changed files with 2546 additions and 2466 deletions

View file

@ -11,6 +11,13 @@
#include <limits.h> #include <limits.h>
#include <stddef.h> #include <stddef.h>
#ifdef _MSC_VER
#define INT32 __int32
#else
#include <stdint.h>
#define INT32 int32_t
#endif
/* /*
** ================================================================== ** ==================================================================
@ -140,7 +147,7 @@
** CHANGE that if ptrdiff_t is not adequate on your machine. (On most ** CHANGE that if ptrdiff_t is not adequate on your machine. (On most
** machines, ptrdiff_t gives a good choice between int or long.) ** machines, ptrdiff_t gives a good choice between int or long.)
*/ */
#define LUA_INTEGER ptrdiff_t #define LUA_INTEGER INT32
/* /*
@ -502,13 +509,13 @@
*/ */
//#define LUA_NUMBER_DOUBLE //#define LUA_NUMBER_DOUBLE
#define LUA_NUMBER ptrdiff_t #define LUA_NUMBER INT32
/* /*
@@ LUAI_UACNUMBER is the result of an 'usual argument conversion' @@ LUAI_UACNUMBER is the result of an 'usual argument conversion'
@* over a number. @* over a number.
*/ */
#define LUAI_UACNUMBER ptrdiff_t #define LUAI_UACNUMBER INT32
/* /*
@ -519,14 +526,14 @@
@@ lua_str2number converts a string to a number. @@ lua_str2number converts a string to a number.
*/ */
#ifdef LUA_WIN #ifdef LUA_WIN
#define LUA_NUMBER_SCAN "%Ii" #define LUA_NUMBER_SCAN "%d"
#define LUA_NUMBER_FMT "%Ii" #define LUA_NUMBER_FMT "%d"
#else #else
#define LUA_NUMBER_SCAN "%ti" #define LUA_NUMBER_SCAN "%d"
#define LUA_NUMBER_FMT "%ti" #define LUA_NUMBER_FMT "%d"
#endif #endif
#define lua_number2str(s,n) sprintf((s), LUA_NUMBER_FMT, (n)) #define lua_number2str(s,n) sprintf((s), LUA_NUMBER_FMT, (n))
#define LUAI_MAXNUMBER2STR 32 /* 16 digits, sign, point, and \0 */ #define LUAI_MAXNUMBER2STR 12 /* 10 digits, sign, and \0 */
#define lua_str2number(s,p) strtol((s), (p), 10) #define lua_str2number(s,p) strtol((s), (p), 10)

View file

@ -96,6 +96,10 @@ int snprintf(char *str, size_t n, const char *fmt, ...);
#include "hardware/hw3sound.h" #include "hardware/hw3sound.h"
#endif #endif
#ifdef HAVE_BLUA
#include "lua_script.h"
#endif
// platform independant focus loss // platform independant focus loss
UINT8 window_notinfocus = false; UINT8 window_notinfocus = false;
@ -634,6 +638,10 @@ void D_SRB2Loop(void)
#ifdef HW3SOUND #ifdef HW3SOUND
HW3S_EndFrameUpdate(); HW3S_EndFrameUpdate();
#endif #endif
#ifdef HAVE_BLUA
LUA_Step();
#endif
} }
} }

View file

@ -161,11 +161,15 @@ typedef enum
// Are animation frames playing? // Are animation frames playing?
PA_ETC=0, PA_ETC=0,
PA_IDLE, PA_IDLE,
PA_EDGE,
PA_WALK, PA_WALK,
PA_RUN, PA_RUN,
PA_PAIN,
PA_ROLL, PA_ROLL,
PA_JUMP,
PA_FALL, PA_FALL,
PA_ABILITY PA_ABILITY,
PA_RIDE
} panim_t; } panim_t;
typedef enum typedef enum

View file

@ -998,7 +998,7 @@ static const struct {
static void readlevelheader(MYFILE *f, INT32 num) static void readlevelheader(MYFILE *f, INT32 num)
{ {
char *s = Z_Malloc(MAXLINELEN, PU_STATIC, NULL); char *s = Z_Malloc(MAXLINELEN, PU_STATIC, NULL);
char *word = s; char *word;
char *word2; char *word2;
//char *word3; // Non-uppercase version of word2 //char *word3; // Non-uppercase version of word2
char *tmp; char *tmp;
@ -1027,6 +1027,9 @@ static void readlevelheader(MYFILE *f, INT32 num)
if (s == tmp) if (s == tmp)
continue; // Skip comment lines, but don't break. continue; // Skip comment lines, but don't break.
// Set / reset word, because some things (Lua.) move it
word = s;
// Get the part before the " = " // Get the part before the " = "
tmp = strchr(s, '='); tmp = strchr(s, '=');
*(tmp-1) = '\0'; *(tmp-1) = '\0';
@ -3747,7 +3750,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_PLAY_RUN", "S_PLAY_RUN",
"S_PLAY_PAIN", "S_PLAY_PAIN",
"S_PLAY_DEAD", "S_PLAY_DEAD",
"S_PLAY_DRWN",
"S_PLAY_SPIN", "S_PLAY_SPIN",
"S_PLAY_DASH",
"S_PLAY_GASP", "S_PLAY_GASP",
"S_PLAY_JUMP", "S_PLAY_JUMP",
"S_PLAY_FALL", "S_PLAY_FALL",
@ -3767,8 +3772,17 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_PLAY_SUPER_STND", "S_PLAY_SUPER_STND",
"S_PLAY_SUPER_WALK", "S_PLAY_SUPER_WALK",
"S_PLAY_SUPER_RUN", "S_PLAY_SUPER_RUN",
"S_PLAY_SUPER_EDGE",
"S_PLAY_SUPER_PAIN", "S_PLAY_SUPER_PAIN",
"S_PLAY_SUPER_STUN",
"S_PLAY_SUPER_DEAD",
"S_PLAY_SUPER_DRWN",
"S_PLAY_SUPER_SPIN",
"S_PLAY_SUPER_GASP",
"S_PLAY_SUPER_JUMP",
"S_PLAY_SUPER_FALL",
"S_PLAY_SUPER_EDGE",
"S_PLAY_SUPER_RIDE",
"S_PLAY_SUPER_FLOAT",
// SF_SUPER // SF_SUPER
"S_PLAY_SUPERTRANS1", "S_PLAY_SUPERTRANS1",
@ -7189,6 +7203,7 @@ static const char *const MOBJEFLAG_LIST[] = {
"GOOWATER", // Goo water "GOOWATER", // Goo water
"PUSHED", // Mobj was already pushed this tic "PUSHED", // Mobj was already pushed this tic
"SPRUNG", // Mobj was already sprung this tic "SPRUNG", // Mobj was already sprung this tic
"APPLYPMOMZ", // Platform movement
NULL NULL
}; };
@ -7655,11 +7670,15 @@ struct {
// Player animation (panim_t) // Player animation (panim_t)
{"PA_ETC",PA_ETC}, {"PA_ETC",PA_ETC},
{"PA_IDLE",PA_IDLE}, {"PA_IDLE",PA_IDLE},
{"PA_EDGE",PA_EDGE},
{"PA_WALK",PA_WALK}, {"PA_WALK",PA_WALK},
{"PA_RUN",PA_RUN}, {"PA_RUN",PA_RUN},
{"PA_PAIN",PA_PAIN},
{"PA_ROLL",PA_ROLL}, {"PA_ROLL",PA_ROLL},
{"PA_JUMP",PA_JUMP},
{"PA_FALL",PA_FALL}, {"PA_FALL",PA_FALL},
{"PA_ABILITY",PA_ABILITY}, {"PA_ABILITY",PA_ABILITY},
{"PA_RIDE",PA_RIDE},
// Current weapon // Current weapon
{"WEP_AUTO",WEP_AUTO}, {"WEP_AUTO",WEP_AUTO},
@ -7738,36 +7757,36 @@ struct {
{"FF_GOOWATER",FF_GOOWATER}, ///< Used with ::FF_SWIMMABLE. Makes thick bouncey goop. {"FF_GOOWATER",FF_GOOWATER}, ///< Used with ::FF_SWIMMABLE. Makes thick bouncey goop.
// Angles // Angles
{"ANG1",ANG1}, {"ANG1",ANG1>>16},
{"ANG2",ANG2}, {"ANG2",ANG2>>16},
{"ANG10",ANG10}, {"ANG10",ANG10>>16},
{"ANG15",ANG15}, {"ANG15",ANG15>>16},
{"ANG20",ANG20}, {"ANG20",ANG20>>16},
{"ANG30",ANG30}, {"ANG30",ANG30>>16},
{"ANG60",ANG60}, {"ANG60",ANG60>>16},
{"ANG64h",ANG64h}, {"ANG64h",ANG64h>>16},
{"ANG105",ANG105}, {"ANG105",ANG105>>16},
{"ANG210",ANG210}, {"ANG210",ANG210>>16},
{"ANG255",ANG255}, {"ANG255",ANG255>>16},
{"ANG340",ANG340}, {"ANG340",ANG340>>16},
{"ANG350",ANG350}, {"ANG350",ANG350>>16},
{"ANGLE_11hh",ANGLE_11hh}, {"ANGLE_11hh",ANGLE_11hh>>16},
{"ANGLE_22h",ANGLE_22h}, {"ANGLE_22h",ANGLE_22h>>16},
{"ANGLE_45",ANGLE_45}, {"ANGLE_45",ANGLE_45>>16},
{"ANGLE_67h",ANGLE_67h}, {"ANGLE_67h",ANGLE_67h>>16},
{"ANGLE_90",ANGLE_90}, {"ANGLE_90",ANGLE_90>>16},
{"ANGLE_112h",ANGLE_112h}, {"ANGLE_112h",ANGLE_112h>>16},
{"ANGLE_135",ANGLE_135}, {"ANGLE_135",ANGLE_135>>16},
{"ANGLE_157h",ANGLE_157h}, {"ANGLE_157h",ANGLE_157h>>16},
{"ANGLE_180",ANGLE_180}, {"ANGLE_180",ANGLE_180>>16},
{"ANGLE_202h",ANGLE_202h}, {"ANGLE_202h",ANGLE_202h>>16},
{"ANGLE_225",ANGLE_225}, {"ANGLE_225",ANGLE_225>>16},
{"ANGLE_247h",ANGLE_247h}, {"ANGLE_247h",ANGLE_247h>>16},
{"ANGLE_270",ANGLE_270}, {"ANGLE_270",ANGLE_270>>16},
{"ANGLE_292h",ANGLE_292h}, {"ANGLE_292h",ANGLE_292h>>16},
{"ANGLE_315",ANGLE_315}, {"ANGLE_315",ANGLE_315>>16},
{"ANGLE_337h",ANGLE_337h}, {"ANGLE_337h",ANGLE_337h>>16},
{"ANGLE_MAX",ANGLE_MAX}, {"ANGLE_MAX",ANGLE_MAX>>16},
// P_Chase directions (dirtype_t) // P_Chase directions (dirtype_t)
{"DI_NODIR",DI_NODIR}, {"DI_NODIR",DI_NODIR},

View file

@ -926,7 +926,7 @@ void HWR_InitMD2(void)
CONS_Printf("MD2 for sprite PLAY detected in md2.dat, use a player skin instead!\n"); CONS_Printf("MD2 for sprite PLAY detected in md2.dat, use a player skin instead!\n");
continue; continue;
} }
for (i = 0; i < NUMSPRITES; i++) for (i = 0; i < NUMSPRITES; i++)
{ {
if (stricmp(name, sprnames[i]) == 0) if (stricmp(name, sprnames[i]) == 0)

View file

@ -64,7 +64,9 @@ char spr2names[NUMPLAYERSPRITES][5] =
"RUN_", "RUN_",
"PAIN", "PAIN",
"DEAD", "DEAD",
"DRWN",
"SPIN", "SPIN",
"DASH",
"GASP", "GASP",
"JUMP", "JUMP",
"FALL", "FALL",
@ -85,8 +87,17 @@ char spr2names[NUMPLAYERSPRITES][5] =
"SSTD", "SSTD",
"SWLK", "SWLK",
"SRUN", "SRUN",
"SPAN",
"SMSL",
"SDTH",
"SDRN",
"SSPN",
"SGSP",
"SJMP",
"SFAL",
"SEDG", "SEDG",
"SHIT" "SRID",
"SFLT"
}; };
// Doesn't work with g++, needs actionf_p1 (don't modify this comment) // Doesn't work with g++, needs actionf_p1 (don't modify this comment)
@ -114,32 +125,47 @@ state_t states[NUMSTATES] =
{SPR_THOK, FF_TRANS50, 8, {NULL}, 0, 0, S_NULL}, // S_THOK {SPR_THOK, FF_TRANS50, 8, {NULL}, 0, 0, S_NULL}, // S_THOK
// Player // Player
{SPR_PLAY, SPR2_STND, 105, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_STND {SPR_PLAY, SPR2_STND, 105, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_STND
{SPR_PLAY, SPR2_WAIT, 16, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_WAIT {SPR_PLAY, SPR2_WAIT, 16, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_WAIT
{SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK {SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK
{SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN {SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN
{SPR_PLAY, SPR2_PAIN, 350, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_PAIN {SPR_PLAY, SPR2_PAIN, 350, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_PAIN
{SPR_PLAY, SPR2_DEAD, 4, {A_Fall}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD {SPR_PLAY, SPR2_DEAD, 4, {NULL}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD
{SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN {SPR_PLAY, SPR2_DRWN, 4, {NULL}, 0, 0, S_PLAY_DRWN}, // S_PLAY_DRWN
{SPR_PLAY, SPR2_GASP, 14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP {SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN
{SPR_PLAY, SPR2_JUMP, -1, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_JUMP {SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH
{SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL {SPR_PLAY, SPR2_GASP, 14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP
{SPR_PLAY, SPR2_EDGE, 12, {NULL}, 0, 0, S_PLAY_EDGE}, // S_PLAY_EDGE {SPR_PLAY, SPR2_JUMP, 2, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP
{SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE {SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL
{SPR_PLAY, SPR2_EDGE, 12, {NULL}, 0, 0, S_PLAY_EDGE}, // S_PLAY_EDGE
{SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE
{SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY // Tails abilities
{SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED {SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY
{SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED
{SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE // Knuckles abilities
{SPR_PLAY, SPR2_CLNG, 6, {NULL}, 0, 0, S_PLAY_CLING}, // S_PLAY_CLING {SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE
{SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB {SPR_PLAY, SPR2_CLNG, 6, {NULL}, 0, 0, S_PLAY_CLING}, // S_PLAY_CLING
{SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB
{SPR_PLAY, SPR2_SSTD, 7, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STND // Super Sonic
{SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK {SPR_PLAY, SPR2_SSTD, 7, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STND
{SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN {SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK
{SPR_PLAY, SPR2_SEDG, 12, {NULL}, 0, 0, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE {SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN
{SPR_PLAY, SPR2_SHIT, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN {SPR_PLAY, SPR2_SPAN, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN
{SPR_PLAY, SPR2_SMSL, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STUN
{SPR_PLAY, SPR2_SDTH, 4, {NULL}, 0, 0, S_PLAY_SUPER_DEAD}, // S_PLAY_SUPER_DEAD
{SPR_PLAY, SPR2_SDRN, 4, {NULL}, 0, 0, S_PLAY_SUPER_DRWN}, // S_PLAY_SUPER_DRWN
{SPR_PLAY, SPR2_SSPN, 1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN
{SPR_PLAY, SPR2_SGSP, 14, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP
{SPR_PLAY, SPR2_SJMP, 2, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP
{SPR_PLAY, SPR2_SFAL, 2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL
{SPR_PLAY, SPR2_SEDG, 12, {NULL}, 0, 0, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE
{SPR_PLAY, SPR2_SRID, 4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE
{SPR_PLAY, SPR2_SFLT, 7, {NULL}, 0, 0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT
// Transforming into Super
{SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS
{SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2 {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3 {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3
@ -3130,8 +3156,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // painsound sfx_None, // painsound
S_NULL, // meleestate S_NULL, // meleestate
S_PLAY_SPIN, // missilestate S_PLAY_SPIN, // missilestate
S_PLAY_DEAD, // deathstate S_PLAY_DEAD, // deathstate
S_NULL, // xdeathstate S_PLAY_DRWN, // xdeathstate
sfx_None, // deathsound sfx_None, // deathsound
1, // speed 1, // speed
16*FRACUNIT, // radius 16*FRACUNIT, // radius

View file

@ -583,7 +583,9 @@ enum playersprite
SPR2_RUN , SPR2_RUN ,
SPR2_PAIN, SPR2_PAIN,
SPR2_DEAD, SPR2_DEAD,
SPR2_DRWN,
SPR2_SPIN, SPR2_SPIN,
SPR2_DASH,
SPR2_GASP, SPR2_GASP,
SPR2_JUMP, SPR2_JUMP,
SPR2_FALL, SPR2_FALL,
@ -604,8 +606,17 @@ enum playersprite
SPR2_SSTD, SPR2_SSTD,
SPR2_SWLK, SPR2_SWLK,
SPR2_SRUN, SPR2_SRUN,
SPR2_SPAN,
SPR2_SMSL,
SPR2_SDTH,
SPR2_SDRN,
SPR2_SSPN,
SPR2_SGSP,
SPR2_SJMP,
SPR2_SFAL,
SPR2_SEDG, SPR2_SEDG,
SPR2_SHIT, SPR2_SRID,
SPR2_SFLT,
NUMPLAYERSPRITES NUMPLAYERSPRITES
}; };
@ -634,7 +645,9 @@ typedef enum state
S_PLAY_RUN, S_PLAY_RUN,
S_PLAY_PAIN, S_PLAY_PAIN,
S_PLAY_DEAD, S_PLAY_DEAD,
S_PLAY_DRWN,
S_PLAY_SPIN, S_PLAY_SPIN,
S_PLAY_DASH,
S_PLAY_GASP, S_PLAY_GASP,
S_PLAY_JUMP, S_PLAY_JUMP,
S_PLAY_FALL, S_PLAY_FALL,
@ -654,8 +667,17 @@ typedef enum state
S_PLAY_SUPER_STND, S_PLAY_SUPER_STND,
S_PLAY_SUPER_WALK, S_PLAY_SUPER_WALK,
S_PLAY_SUPER_RUN, S_PLAY_SUPER_RUN,
S_PLAY_SUPER_EDGE,
S_PLAY_SUPER_PAIN, S_PLAY_SUPER_PAIN,
S_PLAY_SUPER_STUN,
S_PLAY_SUPER_DEAD,
S_PLAY_SUPER_DRWN,
S_PLAY_SUPER_SPIN,
S_PLAY_SUPER_GASP,
S_PLAY_SUPER_JUMP,
S_PLAY_SUPER_FALL,
S_PLAY_SUPER_EDGE,
S_PLAY_SUPER_RIDE,
S_PLAY_SUPER_FLOAT,
// SF_SUPER // SF_SUPER
S_PLAY_SUPER_TRANS, S_PLAY_SUPER_TRANS,

View file

@ -85,13 +85,6 @@ static int lib_print(lua_State *L)
return 0; return 0;
} }
static int lib_evalMath(lua_State *L)
{
const char *word = luaL_checkstring(L, 1);
lua_pushinteger(L, LUA_EvalMath(word));
return 1;
}
// M_RANDOM // M_RANDOM
////////////// //////////////
@ -138,25 +131,25 @@ static int lib_pRandomRange(lua_State *L)
static int lib_pAproxDistance(lua_State *L) static int lib_pAproxDistance(lua_State *L)
{ {
fixed_t dx = (fixed_t)luaL_checkinteger(L, 1); fixed_t dx = luaL_checkfixed(L, 1);
fixed_t dy = (fixed_t)luaL_checkinteger(L, 2); fixed_t dy = luaL_checkfixed(L, 2);
//HUDSAFE //HUDSAFE
lua_pushinteger(L, P_AproxDistance(dx, dy)); lua_pushfixed(L, P_AproxDistance(dx, dy));
return 1; return 1;
} }
static int lib_pClosestPointOnLine(lua_State *L) static int lib_pClosestPointOnLine(lua_State *L)
{ {
fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2); fixed_t y = luaL_checkfixed(L, 2);
line_t *line = *((line_t **)luaL_checkudata(L, 3, META_LINE)); line_t *line = *((line_t **)luaL_checkudata(L, 3, META_LINE));
vertex_t result; vertex_t result;
//HUDSAFE //HUDSAFE
if (!line) if (!line)
return LUA_ErrInvalid(L, "line_t"); return LUA_ErrInvalid(L, "line_t");
P_ClosestPointOnLine(x, y, line, &result); P_ClosestPointOnLine(x, y, line, &result);
lua_pushinteger(L, result.x); lua_pushfixed(L, result.x);
lua_pushinteger(L, result.y); lua_pushfixed(L, result.y);
return 2; return 2;
} }
@ -241,9 +234,9 @@ static int lib_pLookForPlayers(lua_State *L)
static int lib_pSpawnMobj(lua_State *L) static int lib_pSpawnMobj(lua_State *L)
{ {
fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2); fixed_t y = luaL_checkfixed(L, 2);
fixed_t z = (fixed_t)luaL_checkinteger(L, 3); fixed_t z = luaL_checkfixed(L, 3);
mobjtype_t type = luaL_checkinteger(L, 4); mobjtype_t type = luaL_checkinteger(L, 4);
NOHUD NOHUD
if (type > MT_LASTFREESLOT) if (type > MT_LASTFREESLOT)
@ -283,9 +276,9 @@ static int lib_pSpawnXYZMissile(lua_State *L)
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *dest = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); mobj_t *dest = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 3); mobjtype_t type = luaL_checkinteger(L, 3);
fixed_t x = (fixed_t)luaL_checkinteger(L, 4); fixed_t x = luaL_checkfixed(L, 4);
fixed_t y = (fixed_t)luaL_checkinteger(L, 5); fixed_t y = luaL_checkfixed(L, 5);
fixed_t z = (fixed_t)luaL_checkinteger(L, 6); fixed_t z = luaL_checkfixed(L, 6);
NOHUD NOHUD
if (!source || !dest) if (!source || !dest)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
@ -298,13 +291,13 @@ static int lib_pSpawnXYZMissile(lua_State *L)
static int lib_pSpawnPointMissile(lua_State *L) static int lib_pSpawnPointMissile(lua_State *L)
{ {
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t xa = (fixed_t)luaL_checkinteger(L, 2); fixed_t xa = luaL_checkfixed(L, 2);
fixed_t ya = (fixed_t)luaL_checkinteger(L, 3); fixed_t ya = luaL_checkfixed(L, 3);
fixed_t za = (fixed_t)luaL_checkinteger(L, 4); fixed_t za = luaL_checkfixed(L, 4);
mobjtype_t type = luaL_checkinteger(L, 5); mobjtype_t type = luaL_checkinteger(L, 5);
fixed_t x = (fixed_t)luaL_checkinteger(L, 6); fixed_t x = luaL_checkfixed(L, 6);
fixed_t y = (fixed_t)luaL_checkinteger(L, 7); fixed_t y = luaL_checkfixed(L, 7);
fixed_t z = (fixed_t)luaL_checkinteger(L, 8); fixed_t z = luaL_checkfixed(L, 8);
NOHUD NOHUD
if (!source) if (!source)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
@ -318,9 +311,9 @@ static int lib_pSpawnAlteredDirectionMissile(lua_State *L)
{ {
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 2); mobjtype_t type = luaL_checkinteger(L, 2);
fixed_t x = (fixed_t)luaL_checkinteger(L, 3); fixed_t x = luaL_checkfixed(L, 3);
fixed_t y = (fixed_t)luaL_checkinteger(L, 4); fixed_t y = luaL_checkfixed(L, 4);
fixed_t z = (fixed_t)luaL_checkinteger(L, 5); fixed_t z = luaL_checkfixed(L, 5);
INT32 shiftingAngle = (INT32)luaL_checkinteger(L, 5); INT32 shiftingAngle = (INT32)luaL_checkinteger(L, 5);
NOHUD NOHUD
if (!source) if (!source)
@ -348,7 +341,7 @@ static int lib_pSPMAngle(lua_State *L)
{ {
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 2); mobjtype_t type = luaL_checkinteger(L, 2);
angle_t angle = (angle_t)luaL_checkinteger(L, 3); angle_t angle = luaL_checkangle(L, 3);
UINT8 allowaim = (UINT8)luaL_optinteger(L, 4, 0); UINT8 allowaim = (UINT8)luaL_optinteger(L, 4, 0);
UINT32 flags2 = (UINT32)luaL_optinteger(L, 5, 0); UINT32 flags2 = (UINT32)luaL_optinteger(L, 5, 0);
NOHUD NOHUD
@ -418,13 +411,13 @@ static int lib_pGetClosestAxis(lua_State *L)
static int lib_pSpawnParaloop(lua_State *L) static int lib_pSpawnParaloop(lua_State *L)
{ {
fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2); fixed_t y = luaL_checkfixed(L, 2);
fixed_t z = (fixed_t)luaL_checkinteger(L, 3); fixed_t z = luaL_checkfixed(L, 3);
fixed_t radius = (fixed_t)luaL_checkinteger(L, 4); fixed_t radius = luaL_checkfixed(L, 4);
INT32 number = (INT32)luaL_checkinteger(L, 5); INT32 number = (INT32)luaL_checkinteger(L, 5);
mobjtype_t type = luaL_checkinteger(L, 6); mobjtype_t type = luaL_checkinteger(L, 6);
angle_t rotangle = (angle_t)luaL_checkinteger(L, 7); angle_t rotangle = luaL_checkangle(L, 7);
statenum_t nstate = luaL_optinteger(L, 8, S_NULL); statenum_t nstate = luaL_optinteger(L, 8, S_NULL);
boolean spawncenter = lua_optboolean(L, 9); boolean spawncenter = lua_optboolean(L, 9);
NOHUD NOHUD
@ -458,7 +451,7 @@ static int lib_pSupermanLook4Players(lua_State *L)
static int lib_pSetScale(lua_State *L) static int lib_pSetScale(lua_State *L)
{ {
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t newscale = (fixed_t)luaL_checkinteger(L, 2); fixed_t newscale = luaL_checkfixed(L, 2);
NOHUD NOHUD
if (!mobj) if (!mobj)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
@ -526,7 +519,7 @@ static int lib_pGetPlayerHeight(lua_State *L)
//HUDSAFE //HUDSAFE
if (!player) if (!player)
return LUA_ErrInvalid(L, "player_t"); return LUA_ErrInvalid(L, "player_t");
lua_pushinteger(L, P_GetPlayerHeight(player)); lua_pushfixed(L, P_GetPlayerHeight(player));
return 1; return 1;
} }
@ -536,7 +529,7 @@ static int lib_pGetPlayerSpinHeight(lua_State *L)
//HUDSAFE //HUDSAFE
if (!player) if (!player)
return LUA_ErrInvalid(L, "player_t"); return LUA_ErrInvalid(L, "player_t");
lua_pushinteger(L, P_GetPlayerSpinHeight(player)); lua_pushfixed(L, P_GetPlayerSpinHeight(player));
return 1; return 1;
} }
@ -639,7 +632,7 @@ static int lib_pInQuicksand(lua_State *L)
static int lib_pSetObjectMomZ(lua_State *L) static int lib_pSetObjectMomZ(lua_State *L)
{ {
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t value = (fixed_t)luaL_checkinteger(L, 2); fixed_t value = luaL_checkfixed(L, 2);
boolean relative = lua_optboolean(L, 3); boolean relative = lua_optboolean(L, 3);
NOHUD NOHUD
if (!mo) if (!mo)
@ -753,8 +746,8 @@ static int lib_pDoPlayerExit(lua_State *L)
static int lib_pInstaThrust(lua_State *L) static int lib_pInstaThrust(lua_State *L)
{ {
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t angle = (angle_t)luaL_checkinteger(L, 2); angle_t angle = luaL_checkangle(L, 2);
fixed_t move = (fixed_t)luaL_checkinteger(L, 3); fixed_t move = luaL_checkfixed(L, 3);
NOHUD NOHUD
if (!mo) if (!mo)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
@ -768,10 +761,10 @@ static int lib_pReturnThrustX(lua_State *L)
fixed_t move; fixed_t move;
if (lua_isnil(L, 1) || lua_isuserdata(L, 1)) if (lua_isnil(L, 1) || lua_isuserdata(L, 1))
lua_remove(L, 1); // ignore mobj as arg1 lua_remove(L, 1); // ignore mobj as arg1
angle = (angle_t)luaL_checkinteger(L, 1); angle = luaL_checkangle(L, 1);
move = (fixed_t)luaL_checkinteger(L, 2); move = luaL_checkfixed(L, 2);
//HUDSAFE //HUDSAFE
lua_pushinteger(L, P_ReturnThrustX(NULL, angle, move)); lua_pushfixed(L, P_ReturnThrustX(NULL, angle, move));
return 1; return 1;
} }
@ -781,10 +774,10 @@ static int lib_pReturnThrustY(lua_State *L)
fixed_t move; fixed_t move;
if (lua_isnil(L, 1) || lua_isuserdata(L, 1)) if (lua_isnil(L, 1) || lua_isuserdata(L, 1))
lua_remove(L, 1); // ignore mobj as arg1 lua_remove(L, 1); // ignore mobj as arg1
angle = (angle_t)luaL_checkinteger(L, 1); angle = luaL_checkangle(L, 1);
move = (fixed_t)luaL_checkinteger(L, 2); move = luaL_checkfixed(L, 2);
//HUDSAFE //HUDSAFE
lua_pushinteger(L, P_ReturnThrustY(NULL, angle, move)); lua_pushfixed(L, P_ReturnThrustY(NULL, angle, move));
return 1; return 1;
} }
@ -802,7 +795,7 @@ static int lib_pNukeEnemies(lua_State *L)
{ {
mobj_t *inflictor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *inflictor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
fixed_t radius = (fixed_t)luaL_checkinteger(L, 3); fixed_t radius = luaL_checkfixed(L, 3);
NOHUD NOHUD
if (!inflictor || !source) if (!inflictor || !source)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
@ -868,8 +861,8 @@ static int lib_pSpawnSpinMobj(lua_State *L)
static int lib_pTelekinesis(lua_State *L) static int lib_pTelekinesis(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));
fixed_t thrust = (fixed_t)luaL_checkinteger(L, 2); fixed_t thrust = luaL_checkfixed(L, 2);
fixed_t range = (fixed_t)luaL_checkinteger(L, 3); fixed_t range = luaL_checkfixed(L, 3);
NOHUD NOHUD
if (!player) if (!player)
return LUA_ErrInvalid(L, "player_t"); return LUA_ErrInvalid(L, "player_t");
@ -884,8 +877,8 @@ static int lib_pCheckPosition(lua_State *L)
{ {
mobj_t *ptmthing = tmthing; mobj_t *ptmthing = tmthing;
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = (fixed_t)luaL_checkinteger(L, 2); fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = (fixed_t)luaL_checkinteger(L, 3); fixed_t y = luaL_checkfixed(L, 3);
NOHUD NOHUD
if (!thing) if (!thing)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
@ -899,8 +892,8 @@ static int lib_pTryMove(lua_State *L)
{ {
mobj_t *ptmthing = tmthing; mobj_t *ptmthing = tmthing;
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = (fixed_t)luaL_checkinteger(L, 2); fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = (fixed_t)luaL_checkinteger(L, 3); fixed_t y = luaL_checkfixed(L, 3);
boolean allowdropoff = lua_optboolean(L, 4); boolean allowdropoff = lua_optboolean(L, 4);
NOHUD NOHUD
if (!thing) if (!thing)
@ -915,7 +908,7 @@ static int lib_pMove(lua_State *L)
{ {
mobj_t *ptmthing = tmthing; mobj_t *ptmthing = tmthing;
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t speed = (fixed_t)luaL_checkinteger(L, 2); fixed_t speed = luaL_checkfixed(L, 2);
NOHUD NOHUD
if (!actor) if (!actor)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
@ -929,9 +922,9 @@ static int lib_pTeleportMove(lua_State *L)
{ {
mobj_t *ptmthing = tmthing; mobj_t *ptmthing = tmthing;
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = (fixed_t)luaL_checkinteger(L, 2); fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = (fixed_t)luaL_checkinteger(L, 3); fixed_t y = luaL_checkfixed(L, 3);
fixed_t z = (fixed_t)luaL_checkinteger(L, 4); fixed_t z = luaL_checkfixed(L, 4);
NOHUD NOHUD
if (!thing) if (!thing)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
@ -975,10 +968,10 @@ static int lib_pCheckSight(lua_State *L)
static int lib_pCheckHoopPosition(lua_State *L) static int lib_pCheckHoopPosition(lua_State *L)
{ {
mobj_t *hoopthing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *hoopthing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = (fixed_t)luaL_checkinteger(L, 2); fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = (fixed_t)luaL_checkinteger(L, 3); fixed_t y = luaL_checkfixed(L, 3);
fixed_t z = (fixed_t)luaL_checkinteger(L, 4); fixed_t z = luaL_checkfixed(L, 4);
fixed_t radius = (fixed_t)luaL_checkinteger(L, 5); fixed_t radius = luaL_checkfixed(L, 5);
NOHUD NOHUD
if (!hoopthing) if (!hoopthing)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
@ -990,7 +983,7 @@ static int lib_pRadiusAttack(lua_State *L)
{ {
mobj_t *spot = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *spot = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
fixed_t damagedist = (fixed_t)luaL_checkinteger(L, 3); fixed_t damagedist = luaL_checkfixed(L, 3);
NOHUD NOHUD
if (!spot || !source) if (!spot || !source)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
@ -1000,12 +993,12 @@ static int lib_pRadiusAttack(lua_State *L)
static int lib_pFloorzAtPos(lua_State *L) static int lib_pFloorzAtPos(lua_State *L)
{ {
fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2); fixed_t y = luaL_checkfixed(L, 2);
fixed_t z = (fixed_t)luaL_checkinteger(L, 3); fixed_t z = luaL_checkfixed(L, 3);
fixed_t height = (fixed_t)luaL_checkinteger(L, 4); fixed_t height = luaL_checkfixed(L, 4);
//HUDSAFE //HUDSAFE
lua_pushinteger(L, P_FloorzAtPos(x, y, z, height)); lua_pushfixed(L, P_FloorzAtPos(x, y, z, height));
return 1; return 1;
} }
@ -1213,8 +1206,8 @@ static int lib_pDoNightsScore(lua_State *L)
static int lib_pThrust(lua_State *L) static int lib_pThrust(lua_State *L)
{ {
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t angle = (angle_t)luaL_checkinteger(L, 2); angle_t angle = luaL_checkangle(L, 2);
fixed_t move = (fixed_t)luaL_checkinteger(L, 3); fixed_t move = luaL_checkfixed(L, 3);
NOHUD NOHUD
if (!mo) if (!mo)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
@ -1489,48 +1482,48 @@ static int lib_evCrumbleChain(lua_State *L)
static int lib_rPointToAngle(lua_State *L) static int lib_rPointToAngle(lua_State *L)
{ {
fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2); fixed_t y = luaL_checkfixed(L, 2);
//HUDSAFE //HUDSAFE
lua_pushinteger(L, R_PointToAngle(x, y)); lua_pushangle(L, R_PointToAngle(x, y));
return 1; return 1;
} }
static int lib_rPointToAngle2(lua_State *L) static int lib_rPointToAngle2(lua_State *L)
{ {
fixed_t px2 = (fixed_t)luaL_checkinteger(L, 1); fixed_t px2 = luaL_checkfixed(L, 1);
fixed_t py2 = (fixed_t)luaL_checkinteger(L, 2); fixed_t py2 = luaL_checkfixed(L, 2);
fixed_t px1 = (fixed_t)luaL_checkinteger(L, 3); fixed_t px1 = luaL_checkfixed(L, 3);
fixed_t py1 = (fixed_t)luaL_checkinteger(L, 4); fixed_t py1 = luaL_checkfixed(L, 4);
//HUDSAFE //HUDSAFE
lua_pushinteger(L, R_PointToAngle2(px2, py2, px1, py1)); lua_pushangle(L, R_PointToAngle2(px2, py2, px1, py1));
return 1; return 1;
} }
static int lib_rPointToDist(lua_State *L) static int lib_rPointToDist(lua_State *L)
{ {
fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2); fixed_t y = luaL_checkfixed(L, 2);
//HUDSAFE //HUDSAFE
lua_pushinteger(L, R_PointToDist(x, y)); lua_pushfixed(L, R_PointToDist(x, y));
return 1; return 1;
} }
static int lib_rPointToDist2(lua_State *L) static int lib_rPointToDist2(lua_State *L)
{ {
fixed_t px2 = (fixed_t)luaL_checkinteger(L, 1); fixed_t px2 = luaL_checkfixed(L, 1);
fixed_t py2 = (fixed_t)luaL_checkinteger(L, 2); fixed_t py2 = luaL_checkfixed(L, 2);
fixed_t px1 = (fixed_t)luaL_checkinteger(L, 3); fixed_t px1 = luaL_checkfixed(L, 3);
fixed_t py1 = (fixed_t)luaL_checkinteger(L, 4); fixed_t py1 = luaL_checkfixed(L, 4);
//HUDSAFE //HUDSAFE
lua_pushinteger(L, R_PointToDist2(px2, py2, px1, py1)); lua_pushfixed(L, R_PointToDist2(px2, py2, px1, py1));
return 1; return 1;
} }
static int lib_rPointInSubsector(lua_State *L) static int lib_rPointInSubsector(lua_State *L)
{ {
fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2); fixed_t y = luaL_checkfixed(L, 2);
//HUDSAFE //HUDSAFE
LUA_PushUserdata(L, R_PointInSubsector(x, y), META_SUBSECTOR); LUA_PushUserdata(L, R_PointInSubsector(x, y), META_SUBSECTOR);
return 1; return 1;
@ -1664,7 +1657,7 @@ static int lib_sChangeMusic(lua_State *L)
static int lib_sSpeedMusic(lua_State *L) static int lib_sSpeedMusic(lua_State *L)
{ {
fixed_t fixedspeed = (fixed_t)luaL_checkinteger(L, 1); fixed_t fixedspeed = luaL_checkfixed(L, 1);
float speed = FIXED_TO_FLOAT(fixedspeed); float speed = FIXED_TO_FLOAT(fixedspeed);
player_t *player = NULL; player_t *player = NULL;
NOHUD NOHUD
@ -1865,7 +1858,6 @@ static int lib_gTicsToMilliseconds(lua_State *L)
static luaL_Reg lib[] = { static luaL_Reg lib[] = {
{"print", lib_print}, {"print", lib_print},
{"EvalMath", lib_evalMath},
// m_random // m_random
{"P_Random",lib_pRandom}, {"P_Random",lib_pRandom},

View file

@ -41,7 +41,7 @@ enum hook {
hook_BotAI, hook_BotAI,
hook_LinedefExecute, hook_LinedefExecute,
hook_PlayerMsg, hook_PlayerMsg,
hook_DeathMsg, hook_HurtMsg,
hook_MAX // last hook hook_MAX // last hook
}; };
@ -54,8 +54,9 @@ void LUAh_ThinkFrame(void); // Hook for frame (after mobj and player thinkers)
boolean LUAh_MobjHook(mobj_t *mo, enum hook which); boolean LUAh_MobjHook(mobj_t *mo, enum hook which);
boolean LUAh_PlayerHook(player_t *plr, enum hook which); boolean LUAh_PlayerHook(player_t *plr, enum hook which);
#define LUAh_MobjSpawn(mo) LUAh_MobjHook(mo, hook_MobjSpawn) // Hook for P_SpawnMobj by mobj type #define LUAh_MobjSpawn(mo) LUAh_MobjHook(mo, hook_MobjSpawn) // Hook for P_SpawnMobj by mobj type
UINT8 LUAh_MobjCollide(mobj_t *thing1, mobj_t *thing2); // Hook for PIT_CheckThing by (thing) mobj type UINT8 LUAh_MobjCollideHook(mobj_t *thing1, mobj_t *thing2, enum hook which);
UINT8 LUAh_MobjMoveCollide(mobj_t *thing1, mobj_t *thing2); // Hook for PIT_CheckThing by (tmthing) mobj type #define LUAh_MobjCollide(thing1, thing2) LUAh_MobjCollideHook(thing1, thing2, hook_MobjCollide) // Hook for PIT_CheckThing by (thing) mobj type
#define LUAh_MobjMoveCollide(thing1, thing2) LUAh_MobjCollideHook(thing1, thing2, hook_MobjMoveCollide) // Hook for PIT_CheckThing by (tmthing) mobj type
boolean LUAh_TouchSpecial(mobj_t *special, mobj_t *toucher); // Hook for P_TouchSpecialThing by mobj type boolean LUAh_TouchSpecial(mobj_t *special, mobj_t *toucher); // Hook for P_TouchSpecialThing by mobj type
#define LUAh_MobjFuse(mo) LUAh_MobjHook(mo, hook_MobjFuse) // Hook for mobj->fuse == 0 by mobj type #define LUAh_MobjFuse(mo) LUAh_MobjHook(mo, hook_MobjFuse) // Hook for mobj->fuse == 0 by mobj type
#define LUAh_MobjThinker(mo) LUAh_MobjHook(mo, hook_MobjThinker) // Hook for P_MobjThinker or P_SceneryThinker by mobj type #define LUAh_MobjThinker(mo) LUAh_MobjHook(mo, hook_MobjThinker) // Hook for P_MobjThinker or P_SceneryThinker by mobj type
@ -73,6 +74,6 @@ boolean LUAh_BotTiccmd(player_t *bot, ticcmd_t *cmd); // Hook for B_BuildTiccmd
boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_BuildTailsTiccmd by skin name boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_BuildTailsTiccmd by skin name
boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector); // Hook for linedef executors boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector); // Hook for linedef executors
boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg); // Hook for chat messages boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg); // Hook for chat messages
boolean LUAh_DeathMsg(player_t *player, mobj_t *inflictor, mobj_t *source); // Hook for hurt messages boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source); // Hook for hurt messages
#endif #endif

File diff suppressed because it is too large Load diff

View file

@ -674,8 +674,6 @@ void LUAh_GameHUD(player_t *stplayr)
LUA_Call(gL, 3); LUA_Call(gL, 3);
} }
lua_pop(gL, -1); lua_pop(gL, -1);
lua_gc(gL, LUA_GCCOLLECT, 0);
hud_running = false; hud_running = false;
} }
@ -701,8 +699,6 @@ void LUAh_ScoresHUD(void)
LUA_Call(gL, 1); LUA_Call(gL, 1);
} }
lua_pop(gL, -1); lua_pop(gL, -1);
lua_gc(gL, LUA_GCCOLLECT, 0);
hud_running = false; hud_running = false;
} }

View file

@ -175,8 +175,6 @@ static void A_Lua(mobj_t *actor)
--superstack; --superstack;
superactions[superstack] = NULL; superactions[superstack] = NULL;
} }
lua_gc(gL, LUA_GCSTEP, 1);
} }
// Arbitrary states[] table index -> state_t * // Arbitrary states[] table index -> state_t *
@ -548,11 +546,11 @@ static int lib_setMobjInfo(lua_State *L)
else if (i == 15 || (str && fastcmp(str,"deathsound"))) else if (i == 15 || (str && fastcmp(str,"deathsound")))
info->deathsound = luaL_checkinteger(L, 3); info->deathsound = luaL_checkinteger(L, 3);
else if (i == 16 || (str && fastcmp(str,"speed"))) else if (i == 16 || (str && fastcmp(str,"speed")))
info->speed = (fixed_t)luaL_checkinteger(L, 3); info->speed = luaL_checkfixed(L, 3);
else if (i == 17 || (str && fastcmp(str,"radius"))) else if (i == 17 || (str && fastcmp(str,"radius")))
info->radius = (fixed_t)luaL_checkinteger(L, 3); info->radius = luaL_checkfixed(L, 3);
else if (i == 18 || (str && fastcmp(str,"height"))) else if (i == 18 || (str && fastcmp(str,"height")))
info->height = (fixed_t)luaL_checkinteger(L, 3); info->height = luaL_checkfixed(L, 3);
else if (i == 19 || (str && fastcmp(str,"dispoffset"))) else if (i == 19 || (str && fastcmp(str,"dispoffset")))
info->dispoffset = (INT32)luaL_checkinteger(L, 3); info->dispoffset = (INT32)luaL_checkinteger(L, 3);
else if (i == 20 || (str && fastcmp(str,"mass"))) else if (i == 20 || (str && fastcmp(str,"mass")))
@ -618,11 +616,11 @@ static int mobjinfo_get(lua_State *L)
else if (fastcmp(field,"deathsound")) else if (fastcmp(field,"deathsound"))
lua_pushinteger(L, info->deathsound); lua_pushinteger(L, info->deathsound);
else if (fastcmp(field,"speed")) else if (fastcmp(field,"speed"))
lua_pushinteger(L, info->speed); lua_pushinteger(L, info->speed); // sometimes it's fixed_t, sometimes it's not...
else if (fastcmp(field,"radius")) else if (fastcmp(field,"radius"))
lua_pushinteger(L, info->radius); lua_pushfixed(L, info->radius);
else if (fastcmp(field,"height")) else if (fastcmp(field,"height"))
lua_pushinteger(L, info->height); lua_pushfixed(L, info->height);
else if (fastcmp(field,"dispoffset")) else if (fastcmp(field,"dispoffset"))
lua_pushinteger(L, info->dispoffset); lua_pushinteger(L, info->dispoffset);
else if (fastcmp(field,"mass")) else if (fastcmp(field,"mass"))
@ -694,11 +692,11 @@ static int mobjinfo_set(lua_State *L)
else if (fastcmp(field,"deathsound")) else if (fastcmp(field,"deathsound"))
info->deathsound = luaL_checkinteger(L, 3); info->deathsound = luaL_checkinteger(L, 3);
else if (fastcmp(field,"speed")) else if (fastcmp(field,"speed"))
info->speed = (fixed_t)luaL_checkinteger(L, 3); info->speed = luaL_checkfixed(L, 3);
else if (fastcmp(field,"radius")) else if (fastcmp(field,"radius"))
info->radius = (fixed_t)luaL_checkinteger(L, 3); info->radius = luaL_checkfixed(L, 3);
else if (fastcmp(field,"height")) else if (fastcmp(field,"height"))
info->height = (fixed_t)luaL_checkinteger(L, 3); info->height = luaL_checkfixed(L, 3);
else if (fastcmp(field,"dispoffset")) else if (fastcmp(field,"dispoffset"))
info->dispoffset = (INT32)luaL_checkinteger(L, 3); info->dispoffset = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"mass")) else if (fastcmp(field,"mass"))

View file

@ -280,10 +280,10 @@ static int sector_get(lua_State *L)
lua_pushboolean(L, 1); lua_pushboolean(L, 1);
return 1; return 1;
case sector_floorheight: case sector_floorheight:
lua_pushinteger(L, sector->floorheight); lua_pushfixed(L, sector->floorheight);
return 1; return 1;
case sector_ceilingheight: case sector_ceilingheight:
lua_pushinteger(L, sector->ceilingheight); lua_pushfixed(L, sector->ceilingheight);
return 1; return 1;
case sector_floorpic: { // floorpic case sector_floorpic: { // floorpic
levelflat_t *levelflat; levelflat_t *levelflat;
@ -396,26 +396,30 @@ static int sector_set(lua_State *L)
return luaL_error(L, "sector_t field " LUA_QS " cannot be set.", sector_opt[field]); return luaL_error(L, "sector_t field " LUA_QS " cannot be set.", sector_opt[field]);
case sector_floorheight: { // floorheight case sector_floorheight: { // floorheight
boolean flag; boolean flag;
mobj_t *ptmthing = tmthing;
fixed_t lastpos = sector->floorheight; fixed_t lastpos = sector->floorheight;
sector->floorheight = (fixed_t)luaL_checkinteger(L, 3); sector->floorheight = luaL_checkfixed(L, 3);
flag = P_CheckSector(sector, true); flag = P_CheckSector(sector, true);
if (flag && sector->numattached) if (flag && sector->numattached)
{ {
sector->floorheight = lastpos; sector->floorheight = lastpos;
P_CheckSector(sector, true); P_CheckSector(sector, true);
} }
P_SetTarget(&tmthing, ptmthing);
break; break;
} }
case sector_ceilingheight: { // ceilingheight case sector_ceilingheight: { // ceilingheight
boolean flag; boolean flag;
mobj_t *ptmthing = tmthing;
fixed_t lastpos = sector->ceilingheight; fixed_t lastpos = sector->ceilingheight;
sector->ceilingheight = (fixed_t)luaL_checkinteger(L, 3); sector->ceilingheight = luaL_checkfixed(L, 3);
flag = P_CheckSector(sector, true); flag = P_CheckSector(sector, true);
if (flag && sector->numattached) if (flag && sector->numattached)
{ {
sector->ceilingheight = lastpos; sector->ceilingheight = lastpos;
P_CheckSector(sector, true); P_CheckSector(sector, true);
} }
P_SetTarget(&tmthing, ptmthing);
break; break;
} }
case sector_floorpic: case sector_floorpic:
@ -509,10 +513,10 @@ static int line_get(lua_State *L)
LUA_PushUserdata(L, line->v2, META_VERTEX); LUA_PushUserdata(L, line->v2, META_VERTEX);
return 1; return 1;
case line_dx: case line_dx:
lua_pushinteger(L, line->dx); lua_pushfixed(L, line->dx);
return 1; return 1;
case line_dy: case line_dy:
lua_pushinteger(L, line->dy); lua_pushfixed(L, line->dy);
return 1; return 1;
case line_flags: case line_flags:
lua_pushinteger(L, line->flags); lua_pushinteger(L, line->flags);
@ -628,10 +632,10 @@ static int side_get(lua_State *L)
lua_pushboolean(L, 1); lua_pushboolean(L, 1);
return 1; return 1;
case side_textureoffset: case side_textureoffset:
lua_pushinteger(L, side->textureoffset); lua_pushfixed(L, side->textureoffset);
return 1; return 1;
case side_rowoffset: case side_rowoffset:
lua_pushinteger(L, side->rowoffset); lua_pushfixed(L, side->rowoffset);
return 1; return 1;
case side_toptexture: case side_toptexture:
lua_pushinteger(L, side->toptexture); lua_pushinteger(L, side->toptexture);
@ -658,6 +662,50 @@ static int side_get(lua_State *L)
return 0; return 0;
} }
static int side_set(lua_State *L)
{
side_t *side = *((side_t **)luaL_checkudata(L, 1, META_SIDE));
enum side_e field = luaL_checkoption(L, 2, side_opt[0], side_opt);
if (!side)
{
if (field == side_valid) {
lua_pushboolean(L, 0);
return 1;
}
return luaL_error(L, "accessed side_t doesn't exist anymore.");
}
switch(field)
{
case side_valid: // valid
case side_sector:
case side_special:
case side_text:
default:
return luaL_error(L, "side_t field " LUA_QS " cannot be set.", side_opt[field]);
case side_textureoffset:
side->textureoffset = luaL_checkfixed(L, 3);
break;
case side_rowoffset:
side->rowoffset = luaL_checkfixed(L, 3);
break;
case side_toptexture:
side->toptexture = luaL_checkinteger(L, 3);
break;
case side_bottomtexture:
side->bottomtexture = luaL_checkinteger(L, 3);
break;
case side_midtexture:
side->midtexture = luaL_checkinteger(L, 3);
break;
case side_repeatcnt:
side->repeatcnt = luaL_checkinteger(L, 3);
break;
}
return 0;
}
static int side_num(lua_State *L) static int side_num(lua_State *L)
{ {
side_t *side = *((side_t **)luaL_checkudata(L, 1, META_SIDE)); side_t *side = *((side_t **)luaL_checkudata(L, 1, META_SIDE));
@ -685,13 +733,13 @@ static int vertex_get(lua_State *L)
lua_pushboolean(L, 1); lua_pushboolean(L, 1);
return 1; return 1;
case vertex_x: case vertex_x:
lua_pushinteger(L, vertex->x); lua_pushfixed(L, vertex->x);
return 1; return 1;
case vertex_y: case vertex_y:
lua_pushinteger(L, vertex->y); lua_pushfixed(L, vertex->y);
return 1; return 1;
case vertex_z: case vertex_z:
lua_pushinteger(L, vertex->z); lua_pushfixed(L, vertex->z);
return 1; return 1;
} }
return 0; return 0;
@ -954,7 +1002,7 @@ static int ffloor_get(lua_State *L)
lua_pushboolean(L, 1); lua_pushboolean(L, 1);
return 1; return 1;
case ffloor_topheight: case ffloor_topheight:
lua_pushinteger(L, *ffloor->topheight); lua_pushfixed(L, *ffloor->topheight);
return 1; return 1;
case ffloor_toppic: { // toppic case ffloor_toppic: { // toppic
levelflat_t *levelflat; levelflat_t *levelflat;
@ -968,7 +1016,7 @@ static int ffloor_get(lua_State *L)
lua_pushinteger(L, *ffloor->toplightlevel); lua_pushinteger(L, *ffloor->toplightlevel);
return 1; return 1;
case ffloor_bottomheight: case ffloor_bottomheight:
lua_pushinteger(L, *ffloor->bottomheight); lua_pushfixed(L, *ffloor->bottomheight);
return 1; return 1;
case ffloor_bottompic: { // bottompic case ffloor_bottompic: { // bottompic
levelflat_t *levelflat; levelflat_t *levelflat;
@ -1027,14 +1075,16 @@ static int ffloor_set(lua_State *L)
case ffloor_topheight: { // topheight case ffloor_topheight: { // topheight
boolean flag; boolean flag;
fixed_t lastpos = *ffloor->topheight; fixed_t lastpos = *ffloor->topheight;
mobj_t *ptmthing = tmthing;
sector_t *sector = &sectors[ffloor->secnum]; sector_t *sector = &sectors[ffloor->secnum];
sector->ceilingheight = (fixed_t)luaL_checkinteger(L, 3); sector->ceilingheight = luaL_checkfixed(L, 3);
flag = P_CheckSector(sector, true); flag = P_CheckSector(sector, true);
if (flag && sector->numattached) if (flag && sector->numattached)
{ {
*ffloor->topheight = lastpos; *ffloor->topheight = lastpos;
P_CheckSector(sector, true); P_CheckSector(sector, true);
} }
P_SetTarget(&tmthing, ptmthing);
break; break;
} }
case ffloor_toppic: case ffloor_toppic:
@ -1046,14 +1096,16 @@ static int ffloor_set(lua_State *L)
case ffloor_bottomheight: { // bottomheight case ffloor_bottomheight: { // bottomheight
boolean flag; boolean flag;
fixed_t lastpos = *ffloor->bottomheight; fixed_t lastpos = *ffloor->bottomheight;
mobj_t *ptmthing = tmthing;
sector_t *sector = &sectors[ffloor->secnum]; sector_t *sector = &sectors[ffloor->secnum];
sector->floorheight = (fixed_t)luaL_checkinteger(L, 3); sector->floorheight = luaL_checkfixed(L, 3);
flag = P_CheckSector(sector, true); flag = P_CheckSector(sector, true);
if (flag && sector->numattached) if (flag && sector->numattached)
{ {
*ffloor->bottomheight = lastpos; *ffloor->bottomheight = lastpos;
P_CheckSector(sector, true); P_CheckSector(sector, true);
} }
P_SetTarget(&tmthing, ptmthing);
break; break;
} }
case ffloor_bottompic: case ffloor_bottompic:
@ -1214,6 +1266,9 @@ int LUA_MapLib(lua_State *L)
lua_pushcfunction(L, side_get); lua_pushcfunction(L, side_get);
lua_setfield(L, -2, "__index"); lua_setfield(L, -2, "__index");
lua_pushcfunction(L, side_set);
lua_setfield(L, -2, "__newindex");
lua_pushcfunction(L, side_num); lua_pushcfunction(L, side_num);
lua_setfield(L, -2, "__len"); lua_setfield(L, -2, "__len");
lua_pop(L, 1); lua_pop(L, 1);

View file

@ -47,37 +47,37 @@ static int lib_max(lua_State *L)
static int lib_fixedangle(lua_State *L) static int lib_fixedangle(lua_State *L)
{ {
lua_pushinteger(L, FixedAngle((fixed_t)luaL_checkinteger(L, 1))); lua_pushangle(L, FixedAngle(luaL_checkfixed(L, 1)));
return 1; return 1;
} }
static int lib_anglefixed(lua_State *L) static int lib_anglefixed(lua_State *L)
{ {
lua_pushinteger(L, AngleFixed((angle_t)luaL_checkinteger(L, 1))); lua_pushfixed(L, AngleFixed(luaL_checkangle(L, 1)));
return 1; return 1;
} }
static int lib_invangle(lua_State *L) static int lib_invangle(lua_State *L)
{ {
lua_pushinteger(L, InvAngle((angle_t)luaL_checkinteger(L, 1))); lua_pushangle(L, InvAngle(luaL_checkangle(L, 1)));
return 1; return 1;
} }
static int lib_finesine(lua_State *L) static int lib_finesine(lua_State *L)
{ {
lua_pushinteger(L, FINESINE((luaL_checkinteger(L, 1)>>ANGLETOFINESHIFT) & FINEMASK)); lua_pushfixed(L, FINESINE((luaL_checkangle(L, 1)>>ANGLETOFINESHIFT) & FINEMASK));
return 1; return 1;
} }
static int lib_finecosine(lua_State *L) static int lib_finecosine(lua_State *L)
{ {
lua_pushinteger(L, FINECOSINE((luaL_checkinteger(L, 1)>>ANGLETOFINESHIFT) & FINEMASK)); lua_pushfixed(L, FINECOSINE((luaL_checkangle(L, 1)>>ANGLETOFINESHIFT) & FINEMASK));
return 1; return 1;
} }
static int lib_finetangent(lua_State *L) static int lib_finetangent(lua_State *L)
{ {
lua_pushinteger(L, FINETANGENT((luaL_checkinteger(L, 1)>>ANGLETOFINESHIFT) & FINEMASK)); lua_pushfixed(L, FINETANGENT((luaL_checkangle(L, 1)>>ANGLETOFINESHIFT) & FINEMASK));
return 1; return 1;
} }
@ -86,61 +86,61 @@ static int lib_finetangent(lua_State *L)
static int lib_fixedmul(lua_State *L) static int lib_fixedmul(lua_State *L)
{ {
lua_pushinteger(L, FixedMul((fixed_t)luaL_checkinteger(L, 1), (fixed_t)luaL_checkinteger(L, 2))); lua_pushfixed(L, FixedMul(luaL_checkfixed(L, 1), luaL_checkfixed(L, 2)));
return 1; return 1;
} }
static int lib_fixedint(lua_State *L) static int lib_fixedint(lua_State *L)
{ {
lua_pushinteger(L, FixedInt((fixed_t)luaL_checkinteger(L, 1))); lua_pushinteger(L, FixedInt(luaL_checkfixed(L, 1)));
return 1; return 1;
} }
static int lib_fixeddiv(lua_State *L) static int lib_fixeddiv(lua_State *L)
{ {
lua_pushinteger(L, FixedDiv((fixed_t)luaL_checkinteger(L, 1), (fixed_t)luaL_checkinteger(L, 2))); lua_pushfixed(L, FixedDiv(luaL_checkfixed(L, 1), luaL_checkfixed(L, 2)));
return 1; return 1;
} }
static int lib_fixedrem(lua_State *L) static int lib_fixedrem(lua_State *L)
{ {
lua_pushinteger(L, FixedRem((fixed_t)luaL_checkinteger(L, 1), (fixed_t)luaL_checkinteger(L, 2))); lua_pushfixed(L, FixedRem(luaL_checkfixed(L, 1), luaL_checkfixed(L, 2)));
return 1; return 1;
} }
static int lib_fixedsqrt(lua_State *L) static int lib_fixedsqrt(lua_State *L)
{ {
lua_pushinteger(L, FixedSqrt((fixed_t)luaL_checkinteger(L, 1))); lua_pushfixed(L, FixedSqrt(luaL_checkfixed(L, 1)));
return 1; return 1;
} }
static int lib_fixedhypot(lua_State *L) static int lib_fixedhypot(lua_State *L)
{ {
lua_pushinteger(L, FixedHypot((fixed_t)luaL_checkinteger(L, 1), (fixed_t)luaL_checkinteger(L, 2))); lua_pushfixed(L, FixedHypot(luaL_checkfixed(L, 1), luaL_checkfixed(L, 2)));
return 1; return 1;
} }
static int lib_fixedfloor(lua_State *L) static int lib_fixedfloor(lua_State *L)
{ {
lua_pushinteger(L, FixedFloor((fixed_t)luaL_checkinteger(L, 1))); lua_pushfixed(L, FixedFloor(luaL_checkfixed(L, 1)));
return 1; return 1;
} }
static int lib_fixedtrunc(lua_State *L) static int lib_fixedtrunc(lua_State *L)
{ {
lua_pushinteger(L, FixedTrunc((fixed_t)luaL_checkinteger(L, 1))); lua_pushfixed(L, FixedTrunc(luaL_checkfixed(L, 1)));
return 1; return 1;
} }
static int lib_fixedceil(lua_State *L) static int lib_fixedceil(lua_State *L)
{ {
lua_pushinteger(L, FixedCeil((fixed_t)luaL_checkinteger(L, 1))); lua_pushfixed(L, FixedCeil(luaL_checkfixed(L, 1)));
return 1; return 1;
} }
static int lib_fixedround(lua_State *L) static int lib_fixedround(lua_State *L)
{ {
lua_pushinteger(L, FixedRound((fixed_t)luaL_checkinteger(L, 1))); lua_pushfixed(L, FixedRound(luaL_checkfixed(L, 1)));
return 1; return 1;
} }
@ -156,7 +156,7 @@ static int lib_getsecspecial(lua_State *L)
static int lib_all7emeralds(lua_State *L) static int lib_all7emeralds(lua_State *L)
{ {
lua_pushinteger(L, ALL7EMERALDS(luaL_checkinteger(L, 1))); lua_pushboolean(L, ALL7EMERALDS(luaL_checkinteger(L, 1)));
return 1; return 1;
} }

View file

@ -162,13 +162,13 @@ static int mobj_get(lua_State *L)
lua_pushboolean(L, 1); lua_pushboolean(L, 1);
break; break;
case mobj_x: case mobj_x:
lua_pushinteger(L, mo->x); lua_pushfixed(L, mo->x);
break; break;
case mobj_y: case mobj_y:
lua_pushinteger(L, mo->y); lua_pushfixed(L, mo->y);
break; break;
case mobj_z: case mobj_z:
lua_pushinteger(L, mo->z); lua_pushfixed(L, mo->z);
break; break;
case mobj_snext: case mobj_snext:
LUA_PushUserdata(L, mo->snext, META_MOBJ); LUA_PushUserdata(L, mo->snext, META_MOBJ);
@ -179,7 +179,7 @@ static int mobj_get(lua_State *L)
// i.e. it will always ultimately point to THIS mobj -- so that's actually not useful to Lua and won't be included. // i.e. it will always ultimately point to THIS mobj -- so that's actually not useful to Lua and won't be included.
return UNIMPLEMENTED; return UNIMPLEMENTED;
case mobj_angle: case mobj_angle:
lua_pushinteger(L, mo->angle); lua_pushangle(L, mo->angle);
break; break;
case mobj_sprite: case mobj_sprite:
lua_pushinteger(L, mo->sprite); lua_pushinteger(L, mo->sprite);
@ -193,28 +193,28 @@ static int mobj_get(lua_State *L)
LUA_PushUserdata(L, mo->subsector, META_SUBSECTOR); LUA_PushUserdata(L, mo->subsector, META_SUBSECTOR);
break; break;
case mobj_floorz: case mobj_floorz:
lua_pushinteger(L, mo->floorz); lua_pushfixed(L, mo->floorz);
break; break;
case mobj_ceilingz: case mobj_ceilingz:
lua_pushinteger(L, mo->ceilingz); lua_pushfixed(L, mo->ceilingz);
break; break;
case mobj_radius: case mobj_radius:
lua_pushinteger(L, mo->radius); lua_pushfixed(L, mo->radius);
break; break;
case mobj_height: case mobj_height:
lua_pushinteger(L, mo->height); lua_pushfixed(L, mo->height);
break; break;
case mobj_momx: case mobj_momx:
lua_pushinteger(L, mo->momx); lua_pushfixed(L, mo->momx);
break; break;
case mobj_momy: case mobj_momy:
lua_pushinteger(L, mo->momy); lua_pushfixed(L, mo->momy);
break; break;
case mobj_momz: case mobj_momz:
lua_pushinteger(L, mo->momz); lua_pushfixed(L, mo->momz);
break; break;
case mobj_pmomz: case mobj_pmomz:
lua_pushinteger(L, mo->pmomz); lua_pushfixed(L, mo->pmomz);
break; break;
case mobj_tics: case mobj_tics:
lua_pushinteger(L, mo->tics); lua_pushinteger(L, mo->tics);
@ -299,32 +299,32 @@ static int mobj_get(lua_State *L)
LUA_PushUserdata(L, mo->tracer, META_MOBJ); LUA_PushUserdata(L, mo->tracer, META_MOBJ);
break; break;
case mobj_friction: case mobj_friction:
lua_pushinteger(L, mo->friction); lua_pushfixed(L, mo->friction);
break; break;
case mobj_movefactor: case mobj_movefactor:
lua_pushinteger(L, mo->movefactor); lua_pushfixed(L, mo->movefactor);
break; break;
case mobj_fuse: case mobj_fuse:
lua_pushinteger(L, mo->fuse); lua_pushinteger(L, mo->fuse);
break; break;
case mobj_watertop: case mobj_watertop:
lua_pushinteger(L, mo->watertop); lua_pushfixed(L, mo->watertop);
break; break;
case mobj_waterbottom: case mobj_waterbottom:
lua_pushinteger(L, mo->waterbottom); lua_pushfixed(L, mo->waterbottom);
break; break;
case mobj_mobjnum: case mobj_mobjnum:
// mobjnum is a networking thing generated for $$$.sav // mobjnum is a networking thing generated for $$$.sav
// and therefore shouldn't be used by Lua. // and therefore shouldn't be used by Lua.
return UNIMPLEMENTED; return UNIMPLEMENTED;
case mobj_scale: case mobj_scale:
lua_pushinteger(L, mo->scale); lua_pushfixed(L, mo->scale);
break; break;
case mobj_destscale: case mobj_destscale:
lua_pushinteger(L, mo->destscale); lua_pushfixed(L, mo->destscale);
break; break;
case mobj_scalespeed: case mobj_scalespeed:
lua_pushinteger(L, mo->scalespeed); lua_pushfixed(L, mo->scalespeed);
break; break;
case mobj_extravalue1: case mobj_extravalue1:
lua_pushinteger(L, mo->extravalue1); lua_pushinteger(L, mo->extravalue1);
@ -382,7 +382,7 @@ static int mobj_set(lua_State *L)
{ {
// z doesn't cross sector bounds so it's okay. // z doesn't cross sector bounds so it's okay.
mobj_t *ptmthing = tmthing; mobj_t *ptmthing = tmthing;
mo->z = (fixed_t)luaL_checkinteger(L, 3); mo->z = luaL_checkfixed(L, 3);
P_CheckPosition(mo, mo->x, mo->y); P_CheckPosition(mo, mo->x, mo->y);
mo->floorz = tmfloorz; mo->floorz = tmfloorz;
mo->ceilingz = tmceilingz; mo->ceilingz = tmceilingz;
@ -394,7 +394,7 @@ static int mobj_set(lua_State *L)
case mobj_sprev: case mobj_sprev:
return UNIMPLEMENTED; return UNIMPLEMENTED;
case mobj_angle: case mobj_angle:
mo->angle = (angle_t)luaL_checkinteger(L, 3); mo->angle = luaL_checkangle(L, 3);
if (mo->player == &players[consoleplayer]) if (mo->player == &players[consoleplayer])
localangle = mo->angle; localangle = mo->angle;
else if (mo->player == &players[secondarydisplayplayer]) else if (mo->player == &players[secondarydisplayplayer])
@ -417,7 +417,7 @@ static int mobj_set(lua_State *L)
case mobj_radius: case mobj_radius:
{ {
mobj_t *ptmthing = tmthing; mobj_t *ptmthing = tmthing;
mo->radius = (fixed_t)luaL_checkinteger(L, 3); mo->radius = luaL_checkfixed(L, 3);
if (mo->radius < 0) if (mo->radius < 0)
mo->radius = 0; mo->radius = 0;
P_CheckPosition(mo, mo->x, mo->y); P_CheckPosition(mo, mo->x, mo->y);
@ -429,7 +429,7 @@ static int mobj_set(lua_State *L)
case mobj_height: case mobj_height:
{ {
mobj_t *ptmthing = tmthing; mobj_t *ptmthing = tmthing;
mo->height = (fixed_t)luaL_checkinteger(L, 3); mo->height = luaL_checkfixed(L, 3);
if (mo->height < 0) if (mo->height < 0)
mo->height = 0; mo->height = 0;
P_CheckPosition(mo, mo->x, mo->y); P_CheckPosition(mo, mo->x, mo->y);
@ -439,16 +439,17 @@ static int mobj_set(lua_State *L)
break; break;
} }
case mobj_momx: case mobj_momx:
mo->momx = (fixed_t)luaL_checkinteger(L, 3); mo->momx = luaL_checkfixed(L, 3);
break; break;
case mobj_momy: case mobj_momy:
mo->momy = (fixed_t)luaL_checkinteger(L, 3); mo->momy = luaL_checkfixed(L, 3);
break; break;
case mobj_momz: case mobj_momz:
mo->momz = (fixed_t)luaL_checkinteger(L, 3); mo->momz = luaL_checkfixed(L, 3);
break; break;
case mobj_pmomz: case mobj_pmomz:
mo->pmomz = (fixed_t)luaL_checkinteger(L, 3); mo->pmomz = luaL_checkfixed(L, 3);
mo->eflags |= MFE_APPLYPMOMZ;
break; break;
case mobj_tics: case mobj_tics:
mo->tics = luaL_checkinteger(L, 3); mo->tics = luaL_checkinteger(L, 3);
@ -572,25 +573,25 @@ static int mobj_set(lua_State *L)
} }
break; break;
case mobj_friction: case mobj_friction:
mo->friction = (fixed_t)luaL_checkinteger(L, 3); mo->friction = luaL_checkfixed(L, 3);
break; break;
case mobj_movefactor: case mobj_movefactor:
mo->movefactor = (fixed_t)luaL_checkinteger(L, 3); mo->movefactor = luaL_checkfixed(L, 3);
break; break;
case mobj_fuse: case mobj_fuse:
mo->fuse = luaL_checkinteger(L, 3); mo->fuse = luaL_checkinteger(L, 3);
break; break;
case mobj_watertop: case mobj_watertop:
mo->watertop = (fixed_t)luaL_checkinteger(L, 3); mo->watertop = luaL_checkfixed(L, 3);
break; break;
case mobj_waterbottom: case mobj_waterbottom:
mo->waterbottom = (fixed_t)luaL_checkinteger(L, 3); mo->waterbottom = luaL_checkfixed(L, 3);
break; break;
case mobj_mobjnum: case mobj_mobjnum:
return UNIMPLEMENTED; return UNIMPLEMENTED;
case mobj_scale: case mobj_scale:
{ {
fixed_t scale = (fixed_t)luaL_checkinteger(L, 3); fixed_t scale = luaL_checkfixed(L, 3);
if (scale < FRACUNIT/100) if (scale < FRACUNIT/100)
scale = FRACUNIT/100; scale = FRACUNIT/100;
mo->destscale = scale; mo->destscale = scale;
@ -599,14 +600,14 @@ static int mobj_set(lua_State *L)
} }
case mobj_destscale: case mobj_destscale:
{ {
fixed_t scale = (fixed_t)luaL_checkinteger(L, 3); fixed_t scale = luaL_checkfixed(L, 3);
if (scale < FRACUNIT/100) if (scale < FRACUNIT/100)
scale = FRACUNIT/100; scale = FRACUNIT/100;
mo->destscale = scale; mo->destscale = scale;
break; break;
} }
case mobj_scalespeed: case mobj_scalespeed:
mo->scalespeed = (fixed_t)luaL_checkinteger(L, 3); mo->scalespeed = luaL_checkfixed(L, 3);
break; break;
case mobj_extravalue1: case mobj_extravalue1:
mo->extravalue1 = luaL_checkinteger(L, 3); mo->extravalue1 = luaL_checkinteger(L, 3);

View file

@ -109,15 +109,15 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"playerstate")) else if (fastcmp(field,"playerstate"))
lua_pushinteger(L, plr->playerstate); lua_pushinteger(L, plr->playerstate);
else if (fastcmp(field,"viewz")) else if (fastcmp(field,"viewz"))
lua_pushinteger(L, plr->viewz); lua_pushfixed(L, plr->viewz);
else if (fastcmp(field,"viewheight")) else if (fastcmp(field,"viewheight"))
lua_pushinteger(L, plr->viewheight); lua_pushfixed(L, plr->viewheight);
else if (fastcmp(field,"deltaviewheight")) else if (fastcmp(field,"deltaviewheight"))
lua_pushinteger(L, plr->deltaviewheight); lua_pushfixed(L, plr->deltaviewheight);
else if (fastcmp(field,"bob")) else if (fastcmp(field,"bob"))
lua_pushinteger(L, plr->bob); lua_pushfixed(L, plr->bob);
else if (fastcmp(field,"aiming")) else if (fastcmp(field,"aiming"))
lua_pushinteger(L, plr->aiming); lua_pushangle(L, plr->aiming);
else if (fastcmp(field,"health")) else if (fastcmp(field,"health"))
lua_pushinteger(L, plr->health); lua_pushinteger(L, plr->health);
else if (fastcmp(field,"pity")) else if (fastcmp(field,"pity"))
@ -141,13 +141,13 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"score")) else if (fastcmp(field,"score"))
lua_pushinteger(L, plr->score); lua_pushinteger(L, plr->score);
else if (fastcmp(field,"dashspeed")) else if (fastcmp(field,"dashspeed"))
lua_pushinteger(L, plr->dashspeed); lua_pushfixed(L, plr->dashspeed);
else if (fastcmp(field,"dashtime")) else if (fastcmp(field,"dashtime"))
lua_pushinteger(L, plr->dashtime); lua_pushinteger(L, plr->dashtime);
else if (fastcmp(field,"normalspeed")) else if (fastcmp(field,"normalspeed"))
lua_pushinteger(L, plr->normalspeed); lua_pushfixed(L, plr->normalspeed);
else if (fastcmp(field,"runspeed")) else if (fastcmp(field,"runspeed"))
lua_pushinteger(L, plr->runspeed); lua_pushfixed(L, plr->runspeed);
else if (fastcmp(field,"thrustfactor")) else if (fastcmp(field,"thrustfactor"))
lua_pushinteger(L, plr->thrustfactor); lua_pushinteger(L, plr->thrustfactor);
else if (fastcmp(field,"accelstart")) else if (fastcmp(field,"accelstart"))
@ -167,13 +167,13 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"revitem")) else if (fastcmp(field,"revitem"))
lua_pushinteger(L, plr->revitem); lua_pushinteger(L, plr->revitem);
else if (fastcmp(field,"actionspd")) else if (fastcmp(field,"actionspd"))
lua_pushinteger(L, plr->actionspd); lua_pushfixed(L, plr->actionspd);
else if (fastcmp(field,"mindash")) else if (fastcmp(field,"mindash"))
lua_pushinteger(L, plr->mindash); lua_pushfixed(L, plr->mindash);
else if (fastcmp(field,"maxdash")) else if (fastcmp(field,"maxdash"))
lua_pushinteger(L, plr->maxdash); lua_pushfixed(L, plr->maxdash);
else if (fastcmp(field,"jumpfactor")) else if (fastcmp(field,"jumpfactor"))
lua_pushinteger(L, plr->jumpfactor); lua_pushfixed(L, plr->jumpfactor);
else if (fastcmp(field,"lives")) else if (fastcmp(field,"lives"))
lua_pushinteger(L, plr->lives); lua_pushinteger(L, plr->lives);
else if (fastcmp(field,"continues")) else if (fastcmp(field,"continues"))
@ -183,7 +183,7 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"gotcontinue")) else if (fastcmp(field,"gotcontinue"))
lua_pushinteger(L, plr->gotcontinue); lua_pushinteger(L, plr->gotcontinue);
else if (fastcmp(field,"speed")) else if (fastcmp(field,"speed"))
lua_pushinteger(L, plr->speed); lua_pushfixed(L, plr->speed);
else if (fastcmp(field,"jumping")) else if (fastcmp(field,"jumping"))
lua_pushboolean(L, plr->jumping); lua_pushboolean(L, plr->jumping);
else if (fastcmp(field,"secondjump")) else if (fastcmp(field,"secondjump"))
@ -205,13 +205,13 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"skidtime")) else if (fastcmp(field,"skidtime"))
lua_pushinteger(L, plr->skidtime); lua_pushinteger(L, plr->skidtime);
else if (fastcmp(field,"cmomx")) else if (fastcmp(field,"cmomx"))
lua_pushinteger(L, plr->cmomx); lua_pushfixed(L, plr->cmomx);
else if (fastcmp(field,"cmomy")) else if (fastcmp(field,"cmomy"))
lua_pushinteger(L, plr->cmomy); lua_pushfixed(L, plr->cmomy);
else if (fastcmp(field,"rmomx")) else if (fastcmp(field,"rmomx"))
lua_pushinteger(L, plr->rmomx); lua_pushfixed(L, plr->rmomx);
else if (fastcmp(field,"rmomy")) else if (fastcmp(field,"rmomy"))
lua_pushinteger(L, plr->rmomy); lua_pushfixed(L, plr->rmomy);
else if (fastcmp(field,"numboxes")) else if (fastcmp(field,"numboxes"))
lua_pushinteger(L, plr->numboxes); lua_pushinteger(L, plr->numboxes);
else if (fastcmp(field,"totalring")) else if (fastcmp(field,"totalring"))
@ -239,11 +239,11 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"starposttime")) else if (fastcmp(field,"starposttime"))
lua_pushinteger(L, plr->starposttime); lua_pushinteger(L, plr->starposttime);
else if (fastcmp(field,"starpostangle")) else if (fastcmp(field,"starpostangle"))
lua_pushinteger(L, plr->starpostangle); lua_pushangle(L, plr->starpostangle);
else if (fastcmp(field,"angle_pos")) else if (fastcmp(field,"angle_pos"))
lua_pushinteger(L, plr->angle_pos); lua_pushangle(L, plr->angle_pos);
else if (fastcmp(field,"old_angle_pos")) else if (fastcmp(field,"old_angle_pos"))
lua_pushinteger(L, plr->old_angle_pos); lua_pushangle(L, plr->old_angle_pos);
else if (fastcmp(field,"axis1")) else if (fastcmp(field,"axis1"))
LUA_PushUserdata(L, plr->axis1, META_MOBJ); LUA_PushUserdata(L, plr->axis1, META_MOBJ);
else if (fastcmp(field,"axis2")) else if (fastcmp(field,"axis2"))
@ -305,16 +305,16 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"awayviewtics")) else if (fastcmp(field,"awayviewtics"))
lua_pushinteger(L, plr->awayviewtics); lua_pushinteger(L, plr->awayviewtics);
else if (fastcmp(field,"awayviewaiming")) else if (fastcmp(field,"awayviewaiming"))
lua_pushinteger(L, plr->awayviewaiming); lua_pushangle(L, plr->awayviewaiming);
else if (fastcmp(field,"spectator")) else if (fastcmp(field,"spectator"))
lua_pushinteger(L, plr->spectator); lua_pushboolean(L, plr->spectator);
else if (fastcmp(field,"bot")) else if (fastcmp(field,"bot"))
lua_pushinteger(L, plr->bot); lua_pushinteger(L, plr->bot);
else if (fastcmp(field,"jointime")) else if (fastcmp(field,"jointime"))
lua_pushinteger(L, plr->jointime); lua_pushinteger(L, plr->jointime);
#ifdef HWRENDER #ifdef HWRENDER
else if (fastcmp(field,"fovadd")) else if (fastcmp(field,"fovadd"))
lua_pushinteger(L, plr->fovadd); lua_pushfixed(L, plr->fovadd);
#endif #endif
else { else {
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
@ -354,15 +354,15 @@ static int player_set(lua_State *L)
else if (fastcmp(field,"playerstate")) else if (fastcmp(field,"playerstate"))
plr->playerstate = luaL_checkinteger(L, 3); plr->playerstate = luaL_checkinteger(L, 3);
else if (fastcmp(field,"viewz")) else if (fastcmp(field,"viewz"))
plr->viewz = (fixed_t)luaL_checkinteger(L, 3); plr->viewz = luaL_checkfixed(L, 3);
else if (fastcmp(field,"viewheight")) else if (fastcmp(field,"viewheight"))
plr->viewheight = (fixed_t)luaL_checkinteger(L, 3); plr->viewheight = luaL_checkfixed(L, 3);
else if (fastcmp(field,"deltaviewheight")) else if (fastcmp(field,"deltaviewheight"))
plr->deltaviewheight = (fixed_t)luaL_checkinteger(L, 3); plr->deltaviewheight = luaL_checkfixed(L, 3);
else if (fastcmp(field,"bob")) else if (fastcmp(field,"bob"))
plr->bob = (fixed_t)luaL_checkinteger(L, 3); plr->bob = luaL_checkfixed(L, 3);
else if (fastcmp(field,"aiming")) { else if (fastcmp(field,"aiming")) {
plr->aiming = (angle_t)luaL_checkinteger(L, 3); plr->aiming = luaL_checkangle(L, 3);
if (plr == &players[consoleplayer]) if (plr == &players[consoleplayer])
localaiming = plr->aiming; localaiming = plr->aiming;
else if (plr == &players[secondarydisplayplayer]) else if (plr == &players[secondarydisplayplayer])
@ -391,13 +391,13 @@ static int player_set(lua_State *L)
else if (fastcmp(field,"score")) else if (fastcmp(field,"score"))
plr->score = (UINT32)luaL_checkinteger(L, 3); plr->score = (UINT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"dashspeed")) else if (fastcmp(field,"dashspeed"))
plr->dashspeed = (fixed_t)luaL_checkinteger(L, 3); plr->dashspeed = luaL_checkfixed(L, 3);
else if (fastcmp(field,"dashtime")) else if (fastcmp(field,"dashtime"))
plr->dashtime = (INT32)luaL_checkinteger(L, 3); plr->dashtime = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"normalspeed")) else if (fastcmp(field,"normalspeed"))
plr->normalspeed = (fixed_t)luaL_checkinteger(L, 3); plr->normalspeed = luaL_checkfixed(L, 3);
else if (fastcmp(field,"runspeed")) else if (fastcmp(field,"runspeed"))
plr->runspeed = (fixed_t)luaL_checkinteger(L, 3); plr->runspeed = luaL_checkfixed(L, 3);
else if (fastcmp(field,"thrustfactor")) else if (fastcmp(field,"thrustfactor"))
plr->thrustfactor = (UINT8)luaL_checkinteger(L, 3); plr->thrustfactor = (UINT8)luaL_checkinteger(L, 3);
else if (fastcmp(field,"accelstart")) else if (fastcmp(field,"accelstart"))
@ -433,7 +433,7 @@ static int player_set(lua_State *L)
else if (fastcmp(field,"gotcontinue")) else if (fastcmp(field,"gotcontinue"))
plr->gotcontinue = (UINT8)luaL_checkinteger(L, 3); plr->gotcontinue = (UINT8)luaL_checkinteger(L, 3);
else if (fastcmp(field,"speed")) else if (fastcmp(field,"speed"))
plr->speed = (fixed_t)luaL_checkinteger(L, 3); plr->speed = luaL_checkfixed(L, 3);
else if (fastcmp(field,"jumping")) else if (fastcmp(field,"jumping"))
plr->jumping = luaL_checkboolean(L, 3); plr->jumping = luaL_checkboolean(L, 3);
else if (fastcmp(field,"secondjump")) else if (fastcmp(field,"secondjump"))
@ -455,13 +455,13 @@ static int player_set(lua_State *L)
else if (fastcmp(field,"skidtime")) else if (fastcmp(field,"skidtime"))
plr->skidtime = (tic_t)luaL_checkinteger(L, 3); plr->skidtime = (tic_t)luaL_checkinteger(L, 3);
else if (fastcmp(field,"cmomx")) else if (fastcmp(field,"cmomx"))
plr->cmomx = (fixed_t)luaL_checkinteger(L, 3); plr->cmomx = luaL_checkfixed(L, 3);
else if (fastcmp(field,"cmomy")) else if (fastcmp(field,"cmomy"))
plr->cmomy = (fixed_t)luaL_checkinteger(L, 3); plr->cmomy = luaL_checkfixed(L, 3);
else if (fastcmp(field,"rmomx")) else if (fastcmp(field,"rmomx"))
plr->rmomx = (fixed_t)luaL_checkinteger(L, 3); plr->rmomx = luaL_checkfixed(L, 3);
else if (fastcmp(field,"rmomy")) else if (fastcmp(field,"rmomy"))
plr->rmomy = (fixed_t)luaL_checkinteger(L, 3); plr->rmomy = luaL_checkfixed(L, 3);
else if (fastcmp(field,"numboxes")) else if (fastcmp(field,"numboxes"))
plr->numboxes = (INT16)luaL_checkinteger(L, 3); plr->numboxes = (INT16)luaL_checkinteger(L, 3);
else if (fastcmp(field,"totalring")) else if (fastcmp(field,"totalring"))
@ -489,11 +489,11 @@ static int player_set(lua_State *L)
else if (fastcmp(field,"starposttime")) else if (fastcmp(field,"starposttime"))
plr->starposttime = (tic_t)luaL_checkinteger(L, 3); plr->starposttime = (tic_t)luaL_checkinteger(L, 3);
else if (fastcmp(field,"starpostangle")) else if (fastcmp(field,"starpostangle"))
plr->starpostangle = (angle_t)luaL_checkinteger(L, 3); plr->starpostangle = luaL_checkangle(L, 3);
else if (fastcmp(field,"angle_pos")) else if (fastcmp(field,"angle_pos"))
plr->angle_pos = (angle_t)luaL_checkinteger(L, 3); plr->angle_pos = luaL_checkangle(L, 3);
else if (fastcmp(field,"old_angle_pos")) else if (fastcmp(field,"old_angle_pos"))
plr->old_angle_pos = (angle_t)luaL_checkinteger(L, 3); plr->old_angle_pos = luaL_checkangle(L, 3);
else if (fastcmp(field,"axis1")) else if (fastcmp(field,"axis1"))
P_SetTarget(&plr->axis1, *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ))); P_SetTarget(&plr->axis1, *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)));
else if (fastcmp(field,"axis2")) else if (fastcmp(field,"axis2"))
@ -569,7 +569,7 @@ static int player_set(lua_State *L)
P_SetTarget(&plr->awayviewmobj, plr->mo); // but since the script might set awayviewmobj immediately AFTER setting awayviewtics, use player mobj as filler for now. P_SetTarget(&plr->awayviewmobj, plr->mo); // but since the script might set awayviewmobj immediately AFTER setting awayviewtics, use player mobj as filler for now.
} }
else if (fastcmp(field,"awayviewaiming")) else if (fastcmp(field,"awayviewaiming"))
plr->awayviewaiming = (angle_t)luaL_checkinteger(L, 3); plr->awayviewaiming = luaL_checkangle(L, 3);
else if (fastcmp(field,"spectator")) else if (fastcmp(field,"spectator"))
plr->spectator = lua_toboolean(L, 3); plr->spectator = lua_toboolean(L, 3);
else if (fastcmp(field,"bot")) else if (fastcmp(field,"bot"))
@ -578,7 +578,7 @@ static int player_set(lua_State *L)
plr->jointime = (tic_t)luaL_checkinteger(L, 3); plr->jointime = (tic_t)luaL_checkinteger(L, 3);
#ifdef HWRENDER #ifdef HWRENDER
else if (fastcmp(field,"fovadd")) else if (fastcmp(field,"fovadd"))
plr->fovadd = (fixed_t)luaL_checkinteger(L, 3); plr->fovadd = luaL_checkfixed(L, 3);
#endif #endif
else { else {
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);

View file

@ -442,7 +442,6 @@ enum
ARCH_NULL=0, ARCH_NULL=0,
ARCH_BOOLEAN, ARCH_BOOLEAN,
ARCH_SIGNED, ARCH_SIGNED,
ARCH_UNSIGNED,
ARCH_STRING, ARCH_STRING,
ARCH_TABLE, ARCH_TABLE,
@ -522,13 +521,8 @@ static UINT8 ArchiveValue(int TABLESINDEX, int myindex)
case LUA_TNUMBER: case LUA_TNUMBER:
{ {
lua_Integer number = lua_tointeger(gL, myindex); lua_Integer number = lua_tointeger(gL, myindex);
if (number < 0) { WRITEUINT8(save_p, ARCH_SIGNED);
WRITEUINT8(save_p, ARCH_SIGNED); WRITEFIXED(save_p, number);
WRITEFIXED(save_p, number);
} else {
WRITEUINT8(save_p, ARCH_UNSIGNED);
WRITEANGLE(save_p, number);
}
break; break;
} }
case LUA_TSTRING: case LUA_TSTRING:
@ -797,9 +791,6 @@ static UINT8 UnArchiveValue(int TABLESINDEX)
case ARCH_SIGNED: case ARCH_SIGNED:
lua_pushinteger(gL, READFIXED(save_p)); lua_pushinteger(gL, READFIXED(save_p));
break; break;
case ARCH_UNSIGNED:
lua_pushinteger(gL, READANGLE(save_p));
break;
case ARCH_STRING: case ARCH_STRING:
{ {
char value[1024]; char value[1024];
@ -948,6 +939,14 @@ static void NetArchiveHook(lua_CFunction archFunc)
lua_pop(gL, 2); lua_pop(gL, 2);
} }
void LUA_Step(void)
{
if (!gL)
return;
lua_settop(gL, 0);
lua_gc(gL, LUA_GCSTEP, 1);
}
void LUA_Archive(void) void LUA_Archive(void)
{ {
INT32 i; INT32 i;

View file

@ -19,9 +19,21 @@
#include "blua/lua.h" #include "blua/lua.h"
#include "blua/lualib.h" #include "blua/lualib.h"
#include "blua/lauxlib.h" #include "blua/lauxlib.h"
#define lua_optboolean(L, i) (!lua_isnoneornil(L, i) && lua_toboolean(L, i)) #define lua_optboolean(L, i) (!lua_isnoneornil(L, i) && lua_toboolean(L, i))
#define lua_opttrueboolean(L, i) (lua_isnoneornil(L, i) || lua_toboolean(L, i)) #define lua_opttrueboolean(L, i) (lua_isnoneornil(L, i) || lua_toboolean(L, i))
// fixed_t casting
// TODO add some distinction between fixed numbers and integer numbers
// for at least the purpose of printing and maybe math.
#define luaL_checkfixed(L, i) luaL_checkinteger(L, i)
#define lua_pushfixed(L, f) lua_pushinteger(L, f)
// angle_t casting
// we reduce the angle to a fixed point between 0.0 and 1.0
#define luaL_checkangle(L, i) (((angle_t)(luaL_checkfixed(L, i)&0xFFFF))<<16)
#define lua_pushangle(L, a) lua_pushfixed(L, a>>16)
#ifdef _DEBUG #ifdef _DEBUG
void LUA_ClearExtVars(void); void LUA_ClearExtVars(void);
#endif #endif
@ -36,6 +48,7 @@ void LUA_InvalidateUserdata(void *data);
void LUA_InvalidateLevel(void); void LUA_InvalidateLevel(void);
void LUA_InvalidateMapthings(void); void LUA_InvalidateMapthings(void);
void LUA_InvalidatePlayer(player_t *player); void LUA_InvalidatePlayer(player_t *player);
void LUA_Step(void);
void LUA_Archive(void); void LUA_Archive(void);
void LUA_UnArchive(void); void LUA_UnArchive(void);
void Got_Luacmd(UINT8 **cp, INT32 playernum); // lua_consolelib.c void Got_Luacmd(UINT8 **cp, INT32 playernum); // lua_consolelib.c

View file

@ -147,19 +147,19 @@ static int skin_get(lua_State *L)
lua_pushinteger(L, skin->revitem); lua_pushinteger(L, skin->revitem);
break; break;
case skin_actionspd: case skin_actionspd:
lua_pushinteger(L, skin->actionspd); lua_pushfixed(L, skin->actionspd);
break; break;
case skin_mindash: case skin_mindash:
lua_pushinteger(L, skin->mindash); lua_pushfixed(L, skin->mindash);
break; break;
case skin_maxdash: case skin_maxdash:
lua_pushinteger(L, skin->maxdash); lua_pushfixed(L, skin->maxdash);
break; break;
case skin_normalspeed: case skin_normalspeed:
lua_pushinteger(L, skin->normalspeed); lua_pushfixed(L, skin->normalspeed);
break; break;
case skin_runspeed: case skin_runspeed:
lua_pushinteger(L, skin->runspeed); lua_pushfixed(L, skin->runspeed);
break; break;
case skin_thrustfactor: case skin_thrustfactor:
lua_pushinteger(L, skin->thrustfactor); lua_pushinteger(L, skin->thrustfactor);
@ -171,7 +171,7 @@ static int skin_get(lua_State *L)
lua_pushinteger(L, skin->acceleration); lua_pushinteger(L, skin->acceleration);
break; break;
case skin_jumpfactor: case skin_jumpfactor:
lua_pushinteger(L, skin->jumpfactor); lua_pushfixed(L, skin->jumpfactor);
break; break;
case skin_starttranscolor: case skin_starttranscolor:
lua_pushinteger(L, skin->starttranscolor); lua_pushinteger(L, skin->starttranscolor);

View file

@ -7650,26 +7650,33 @@ void A_SetObjectFlags(mobj_t *actor)
{ {
INT32 locvar1 = var1; INT32 locvar1 = var1;
INT32 locvar2 = var2; INT32 locvar2 = var2;
boolean unlinkthings = false;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUA_CallAction("A_SetObjectFlags", actor)) if (LUA_CallAction("A_SetObjectFlags", actor))
return; return;
#endif #endif
P_UnsetThingPosition(actor); if (locvar2 == 2)
if (sector_list) locvar1 = actor->flags | locvar1;
{ else if (locvar2 == 1)
P_DelSeclist(sector_list); locvar1 = actor->flags & ~locvar1;
sector_list = NULL;
if ((locvar1 & (MF_NOBLOCKMAP|MF_NOSECTOR)) != (actor->flags & (MF_NOBLOCKMAP|MF_NOSECTOR))) // Blockmap/sector status has changed, so reset the links
unlinkthings = true;
if (unlinkthings) {
P_UnsetThingPosition(actor);
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
} }
if (locvar2 == 2) actor->flags = locvar1;
actor->flags |= locvar1;
else if (locvar2 == 1)
actor->flags &= ~locvar1;
else
actor->flags = locvar1;
P_SetThingPosition(actor); if (unlinkthings)
P_SetThingPosition(actor);
} }
// Function: A_SetObjectFlags2 // Function: A_SetObjectFlags2

View file

@ -1479,7 +1479,7 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
return; // Presumably it's obvious what's happening in splitscreen. return; // Presumably it's obvious what's happening in splitscreen.
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUAh_DeathMsg(player, inflictor, source)) if (LUAh_HurtMsg(player, inflictor, source))
return; return;
#endif #endif
@ -1953,7 +1953,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
{ {
target->flags &= ~(MF_SOLID|MF_SHOOTABLE); // does not block target->flags &= ~(MF_SOLID|MF_SHOOTABLE); // does not block
P_UnsetThingPosition(target); P_UnsetThingPosition(target);
target->flags |= MF_NOBLOCKMAP; target->flags |= MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY;
P_SetThingPosition(target); P_SetThingPosition(target);
if (!target->player->bot && !G_IsSpecialStage(gamemap) if (!target->player->bot && !G_IsSpecialStage(gamemap)
@ -2289,7 +2289,12 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
} }
} }
else if (target->player) else if (target->player)
P_SetPlayerMobjState(target, target->info->deathstate); {
if (damagetype == DMG_DROWNED || damagetype == DMG_SPACEDROWN)
P_SetPlayerMobjState(target, target->info->xdeathstate);
else
P_SetPlayerMobjState(target, target->info->deathstate);
}
else else
#ifdef DEBUG_NULL_DEATHSTATE #ifdef DEBUG_NULL_DEATHSTATE
P_SetMobjState(target, S_NULL); P_SetMobjState(target, S_NULL);
@ -2582,7 +2587,7 @@ static inline void P_SuperDamage(player_t *player, mobj_t *inflictor, mobj_t *so
P_InstaThrust(player->mo, ang, fallbackspeed); P_InstaThrust(player->mo, ang, fallbackspeed);
if (player->charflags & SF_SUPERANIMS) if (player->charflags & SF_SUPERANIMS)
P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_PAIN); P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_STUN);
else else
P_SetPlayerMobjState(player->mo, player->mo->info->painstate); P_SetPlayerMobjState(player->mo, player->mo->info->painstate);

View file

@ -276,7 +276,7 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
extern boolean floatok; extern boolean floatok;
extern fixed_t tmfloorz; extern fixed_t tmfloorz;
extern fixed_t tmceilingz; extern fixed_t tmceilingz;
extern mobj_t *tmfloorthing, *tmthing; extern mobj_t *tmfloorthing, *tmhitthing, *tmthing;
extern camera_t *mapcampointer; extern camera_t *mapcampointer;
/* cphipps 2004/08/30 */ /* cphipps 2004/08/30 */

View file

@ -47,7 +47,7 @@ boolean floatok;
fixed_t tmfloorz, tmceilingz; fixed_t tmfloorz, tmceilingz;
static fixed_t tmdropoffz, tmdrpoffceilz; // drop-off floor/ceiling heights static fixed_t tmdropoffz, tmdrpoffceilz; // drop-off floor/ceiling heights
mobj_t *tmfloorthing; // the thing corresponding to tmfloorz or NULL if tmfloorz is from a sector mobj_t *tmfloorthing; // the thing corresponding to tmfloorz or NULL if tmfloorz is from a sector
static mobj_t *tmhitthing; // the solid thing you bumped into (for collisions) mobj_t *tmhitthing; // the solid thing you bumped into (for collisions)
// keep track of the line that lowers the ceiling, // keep track of the line that lowers the ceiling,
// so missiles don't explode against sky hack walls // so missiles don't explode against sky hack walls
@ -121,7 +121,7 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
/*Someone want to make these work like bumpers?*/ /*Someone want to make these work like bumpers?*/
return; return;
} }
object->eflags |= MFE_SPRUNG; // apply this flag asap! object->eflags |= MFE_SPRUNG; // apply this flag asap!
spring->flags &= ~(MF_SOLID|MF_SPECIAL); // De-solidify spring->flags &= ~(MF_SOLID|MF_SPECIAL); // De-solidify
@ -1233,7 +1233,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
{ {
// If you're inside goowater and slowing down // If you're inside goowater and slowing down
fixed_t sinklevel = FixedMul(thing->info->height/6, thing->scale); fixed_t sinklevel = FixedMul(thing->info->height/6, thing->scale);
fixed_t minspeed = FixedMul(thing->info->height/12, thing->scale); fixed_t minspeed = FixedMul(thing->info->height/9, thing->scale);
if (thing->z < *rover->topheight && *rover->bottomheight < thingtop if (thing->z < *rover->topheight && *rover->bottomheight < thingtop
&& abs(thing->momz) < minspeed) && abs(thing->momz) < minspeed)
{ {
@ -1304,10 +1304,10 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
// based on their origin point, and can overlap // based on their origin point, and can overlap
// into adjacent blocks by up to MAXRADIUS units. // into adjacent blocks by up to MAXRADIUS units.
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh); BMBOUNDFIX(xl, xh, yl, yh);
@ -1523,10 +1523,10 @@ boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam)
// based on their origin point, and can overlap // based on their origin point, and can overlap
// into adjacent blocks by up to MAXRADIUS units. // into adjacent blocks by up to MAXRADIUS units.
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh); BMBOUNDFIX(xl, xh, yl, yh);
@ -1853,7 +1853,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
// Don't 'step up' while springing, // Don't 'step up' while springing,
// Only step up "if needed". // Only step up "if needed".
if (thing->state-states == S_PLAY_JUMP if (thing->player->panim == PA_JUMP
&& P_MobjFlip(thing)*thing->momz > FixedMul(FRACUNIT, thing->scale)) && P_MobjFlip(thing)*thing->momz > FixedMul(FRACUNIT, thing->scale))
maxstep = 0; maxstep = 0;
} }
@ -1952,10 +1952,10 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
{ {
INT32 bx, by, xl, xh, yl, yh; INT32 bx, by, xl, xh, yl, yh;
yh = (thing->y + MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(thing->y + MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT;
yl = (thing->y - MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(thing->y - MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT;
xh = (thing->x + MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(thing->x + MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT;
xl = (thing->x - MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(thing->x - MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh); BMBOUNDFIX(xl, xh, yl, yh);
@ -2052,6 +2052,7 @@ boolean P_SceneryTryMove(mobj_t *thing, fixed_t x, fixed_t y)
// //
static boolean P_ThingHeightClip(mobj_t *thing) static boolean P_ThingHeightClip(mobj_t *thing)
{ {
boolean floormoved;
fixed_t oldfloorz = thing->floorz; fixed_t oldfloorz = thing->floorz;
boolean onfloor = P_IsObjectOnGround(thing);//(thing->z <= thing->floorz); boolean onfloor = P_IsObjectOnGround(thing);//(thing->z <= thing->floorz);
@ -2063,6 +2064,9 @@ static boolean P_ThingHeightClip(mobj_t *thing)
if (P_MobjWasRemoved(thing)) if (P_MobjWasRemoved(thing))
return true; return true;
floormoved = (thing->eflags & MFE_VERTICALFLIP && tmceilingz != thing->ceilingz)
|| (!(thing->eflags & MFE_VERTICALFLIP) && tmfloorz != thing->floorz);
thing->floorz = tmfloorz; thing->floorz = tmfloorz;
thing->ceilingz = tmceilingz; thing->ceilingz = tmceilingz;
@ -2071,20 +2075,13 @@ static boolean P_ThingHeightClip(mobj_t *thing)
if (tmfloorz > oldfloorz+thing->height) if (tmfloorz > oldfloorz+thing->height)
return true; return true;
if (/*!tmfloorthing && */onfloor && !(thing->flags & MF_NOGRAVITY)) if (onfloor && !(thing->flags & MF_NOGRAVITY) && floormoved)
{ {
if (thing->eflags & MFE_VERTICALFLIP) if (thing->eflags & MFE_VERTICALFLIP)
thing->pmomz = thing->ceilingz - (thing->z + thing->height); thing->pmomz = thing->ceilingz - (thing->z + thing->height);
else else
thing->pmomz = thing->floorz - thing->z; thing->pmomz = thing->floorz - thing->z;
thing->eflags |= MFE_APPLYPMOMZ;
if (thing->player)
{
if (splitscreen && camera2.chase && thing->player == &players[secondarydisplayplayer])
camera2.z += thing->pmomz;
else if (camera.chase && thing->player == &players[displayplayer])
camera.z += thing->pmomz;
}
if (thing->eflags & MFE_VERTICALFLIP) if (thing->eflags & MFE_VERTICALFLIP)
thing->z = thing->ceilingz - thing->height; thing->z = thing->ceilingz - thing->height;
@ -3040,10 +3037,10 @@ void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist)
fixed_t dist; fixed_t dist;
dist = FixedMul(damagedist, spot->scale) + MAXRADIUS; dist = FixedMul(damagedist, spot->scale) + MAXRADIUS;
yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh); BMBOUNDFIX(xl, xh, yl, yh);
@ -3656,10 +3653,10 @@ void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y)
validcount++; // used to make sure we only process a line once validcount++; // used to make sure we only process a line once
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh); BMBOUNDFIX(xl, xh, yl, yh);
@ -3735,10 +3732,10 @@ void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y)
validcount++; // used to make sure we only process a line once validcount++; // used to make sure we only process a line once
xl = (preciptmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(preciptmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (preciptmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(preciptmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (preciptmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(preciptmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (preciptmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(preciptmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh); BMBOUNDFIX(xl, xh, yl, yh);

View file

@ -814,8 +814,8 @@ void P_SetThingPosition(mobj_t *thing)
if (!(thing->flags & MF_NOBLOCKMAP)) if (!(thing->flags & MF_NOBLOCKMAP))
{ {
// inert things don't need to be in blockmap // inert things don't need to be in blockmap
const INT32 blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT; const INT32 blockx = (unsigned)(thing->x - bmaporgx)>>MAPBLOCKSHIFT;
const INT32 blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT; const INT32 blocky = (unsigned)(thing->y - bmaporgy)>>MAPBLOCKSHIFT;
if (blockx >= 0 && blockx < bmapwidth if (blockx >= 0 && blockx < bmapwidth
&& blocky >= 0 && blocky < bmapheight) && blocky >= 0 && blocky < bmapheight)
{ {
@ -1317,10 +1317,10 @@ boolean P_RadiusLinesCheck(fixed_t radius, fixed_t x, fixed_t y,
tmbbox[BOXLEFT] = x - radius; tmbbox[BOXLEFT] = x - radius;
// check lines // check lines
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
for (bx = xl; bx <= xh; bx++) for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++) for (by = yl; by <= yh; by++)

View file

@ -142,24 +142,29 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
{ {
case S_PLAY_STND: case S_PLAY_STND:
case S_PLAY_WAIT: case S_PLAY_WAIT:
case S_PLAY_GASP: return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_STND);
P_SetPlayerMobjState(mobj, S_PLAY_SUPER_STND);
return true;
case S_PLAY_FALL:
case S_PLAY_JUMP:
case S_PLAY_WALK: case S_PLAY_WALK:
P_SetPlayerMobjState(mobj, S_PLAY_SUPER_WALK); return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_WALK);
return true;
case S_PLAY_RUN: case S_PLAY_RUN:
P_SetPlayerMobjState(mobj, S_PLAY_SUPER_RUN); return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_RUN);
return true; case S_PLAY_PAIN:
case S_PLAY_EDGE: return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_PAIN);
P_SetPlayerMobjState(mobj, S_PLAY_SUPER_EDGE); case S_PLAY_DEAD:
return true; return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_DEAD);
case S_PLAY_DRWN:
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_DRWN);
case S_PLAY_SPIN: case S_PLAY_SPIN:
if (!(player->charflags & SF_SUPERSPIN)) if (!(player->charflags & SF_SUPERSPIN))
return true; return true;
break; return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_SPIN);
case S_PLAY_GASP:
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_GASP);
case S_PLAY_JUMP:
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_JUMP);
case S_PLAY_FALL:
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_FALL);
case S_PLAY_EDGE:
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_EDGE);
default: default:
break; break;
} }
@ -178,30 +183,48 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
{ {
case S_PLAY_STND: case S_PLAY_STND:
case S_PLAY_WAIT: case S_PLAY_WAIT:
case S_PLAY_EDGE:
case S_PLAY_RIDE:
case S_PLAY_SUPER_STND: case S_PLAY_SUPER_STND:
case S_PLAY_SUPER_EDGE:
player->panim = PA_IDLE; player->panim = PA_IDLE;
break; break;
case S_PLAY_EDGE:
case S_PLAY_SUPER_EDGE:
player->panim = PA_EDGE;
break;
case S_PLAY_WALK: case S_PLAY_WALK:
case S_PLAY_SUPER_WALK: case S_PLAY_SUPER_WALK:
case S_PLAY_SUPER_FLOAT:
player->panim = PA_WALK; player->panim = PA_WALK;
break; break;
case S_PLAY_RUN: case S_PLAY_RUN:
case S_PLAY_SUPER_RUN: case S_PLAY_SUPER_RUN:
player->panim = PA_RUN; player->panim = PA_RUN;
break; break;
case S_PLAY_PAIN:
case S_PLAY_SUPER_PAIN:
case S_PLAY_SUPER_STUN:
player->panim = PA_PAIN;
break;
case S_PLAY_SPIN: case S_PLAY_SPIN:
case S_PLAY_DASH:
case S_PLAY_SUPER_SPIN:
player->panim = PA_ROLL; player->panim = PA_ROLL;
break; break;
case S_PLAY_JUMP:
case S_PLAY_SUPER_JUMP:
player->panim = PA_JUMP;
break;
case S_PLAY_FALL: case S_PLAY_FALL:
case S_PLAY_SUPER_FALL:
player->panim = PA_FALL; player->panim = PA_FALL;
break; break;
case S_PLAY_FLY: case S_PLAY_FLY:
case S_PLAY_GLIDE: case S_PLAY_GLIDE:
player->panim = PA_ABILITY; player->panim = PA_ABILITY;
break; break;
case S_PLAY_RIDE:
case S_PLAY_SUPER_RIDE:
player->panim = PA_RIDE;
break;
default: default:
player->panim = PA_ETC; player->panim = PA_ETC;
break; break;
@ -272,8 +295,109 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
// Player animations // Player animations
if (st->sprite == SPR_PLAY) if (st->sprite == SPR_PLAY)
{ {
boolean noalt = false;
UINT8 spr2 = st->frame & FF_FRAMEMASK; UINT8 spr2 = st->frame & FF_FRAMEMASK;
UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1; UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1;
while (((skin_t *)mobj->skin)->sprites[spr2].numframes <= 0
&& spr2 != SPR2_STND)
{
switch(spr2)
{
case SPR2_RUN:
spr2 = SPR2_WALK;
break;
case SPR2_DRWN:
spr2 = SPR2_DEAD;
break;
case SPR2_DASH:
spr2 = SPR2_SPIN;
break;
case SPR2_GASP:
spr2 = SPR2_JUMP;
break;
case SPR2_JUMP:
spr2 = SPR2_FALL;
break;
case SPR2_FALL:
spr2 = SPR2_WALK;
break;
case SPR2_RIDE:
spr2 = SPR2_FALL;
break;
case SPR2_FLY:
spr2 = SPR2_JUMP;
break;
case SPR2_TIRE:
spr2 = SPR2_FLY;
break;
case SPR2_GLID:
spr2 = SPR2_FLY;
break;
case SPR2_CLMB:
spr2 = SPR2_WALK;
break;
case SPR2_CLNG:
spr2 = SPR2_CLMB;
break;
case SPR2_SIGN:
case SPR2_LIFE:
noalt = true;
break;
// Super sprites fallback to regular sprites
case SPR2_SWLK:
spr2 = SPR2_WALK;
break;
case SPR2_SRUN:
spr2 = SPR2_RUN;
break;
case SPR2_SPAN:
spr2 = SPR2_PAIN;
break;
case SPR2_SMSL:
spr2 = SPR2_SPAN;
break;
case SPR2_SDTH:
spr2 = SPR2_DEAD;
break;
case SPR2_SDRN:
spr2 = SPR2_DRWN;
break;
case SPR2_SSPN:
spr2 = SPR2_SPIN;
break;
case SPR2_SGSP:
spr2 = SPR2_GASP;
break;
case SPR2_SJMP:
spr2 = SPR2_JUMP;
break;
case SPR2_SFAL:
spr2 = SPR2_FALL;
break;
case SPR2_SEDG:
spr2 = SPR2_EDGE;
break;
case SPR2_SRID:
spr2 = SPR2_RIDE;
break;
case SPR2_SFLT:
spr2 = SPR2_SWLK;
break;
// Dunno? Just go to standing then.
default:
spr2 = SPR2_STND;
break;
}
if (noalt)
break;
}
if (mobj->sprite != SPR_PLAY) if (mobj->sprite != SPR_PLAY)
{ {
mobj->sprite = SPR_PLAY; mobj->sprite = SPR_PLAY;
@ -281,6 +405,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
} }
else if (mobj->sprite2 != spr2) else if (mobj->sprite2 != spr2)
frame = 0; frame = 0;
mobj->sprite2 = spr2; mobj->sprite2 = spr2;
if (!mobj->skin || frame >= ((skin_t *)mobj->skin)->sprites[spr2].numframes) if (!mobj->skin || frame >= ((skin_t *)mobj->skin)->sprites[spr2].numframes)
frame = 0; frame = 0;
@ -1531,10 +1656,10 @@ static void P_RingZMovement(mobj_t *mo)
P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector); P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector);
// adjust height // adjust height
if (mo->pmomz && mo->z != mo->floorz) if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo))
{ {
mo->momz += mo->pmomz; mo->momz += mo->pmomz;
mo->pmomz = 0; mo->eflags &= ~MFE_APPLYPMOMZ;
} }
mo->z += mo->momz; mo->z += mo->momz;
@ -1600,10 +1725,10 @@ static boolean P_ZMovement(mobj_t *mo)
P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector); P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector);
// adjust height // adjust height
if (mo->pmomz && mo->z != mo->floorz) if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo))
{ {
mo->momz += mo->pmomz; mo->momz += mo->pmomz;
mo->pmomz = 0; mo->eflags &= ~MFE_APPLYPMOMZ;
} }
mo->z += mo->momz; mo->z += mo->momz;
@ -2025,11 +2150,11 @@ static void P_PlayerZMovement(mobj_t *mo)
} }
// adjust height // adjust height
/* if (mo->pmomz && mo->z > mo->floorz && !(mo->player->pflags & PF_JUMPED)) if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo))
{ {
mo->momz += mo->pmomz; mo->momz += mo->pmomz;
mo->pmomz = 0; mo->eflags &= ~MFE_APPLYPMOMZ;
}*/ }
mo->z += mo->momz; mo->z += mo->momz;
@ -2046,7 +2171,7 @@ static void P_PlayerZMovement(mobj_t *mo)
else else
mo->z = mo->floorz; mo->z = mo->floorz;
if (mo->player && (mo->player->pflags & PF_NIGHTSMODE)) if (mo->player->pflags & PF_NIGHTSMODE)
{ {
if (mo->player->flyangle < 90 || mo->player->flyangle >= 270) if (mo->player->flyangle < 90 || mo->player->flyangle >= 270)
mo->player->flyangle += P_MobjFlip(mo)*90; mo->player->flyangle += P_MobjFlip(mo)*90;
@ -2056,17 +2181,16 @@ static void P_PlayerZMovement(mobj_t *mo)
goto nightsdone; goto nightsdone;
} }
// Get up if you fell. // Get up if you fell.
if (mo->state == &states[mo->info->painstate] || mo->state-states == S_PLAY_SUPER_PAIN) if (mo->player->panim == PA_PAIN)
P_SetPlayerMobjState(mo, S_PLAY_STND); P_SetPlayerMobjState(mo, S_PLAY_STND);
if (P_MobjFlip(mo)*mo->momz < 0) // falling if (P_MobjFlip(mo)*mo->momz < 0) // falling
{ {
mo->pmomz = 0; // We're on a new floor, don't keep doing platform movement.
// Squat down. Decrease viewheight for a moment after hitting the ground (hard), // Squat down. Decrease viewheight for a moment after hitting the ground (hard),
if (mo->player) if (P_MobjFlip(mo)*mo->momz < -FixedMul(8*FRACUNIT, mo->scale))
{ mo->player->deltaviewheight = (P_MobjFlip(mo)*mo->momz)>>3; // make sure momz is negative
if (P_MobjFlip(mo)*mo->momz < -FixedMul(8*FRACUNIT, mo->scale))
mo->player->deltaviewheight = (P_MobjFlip(mo)*mo->momz)>>3; // make sure momz is negative
}
if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR) if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER) // Spin Attack || tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER) // Spin Attack
@ -2139,14 +2263,14 @@ static void P_PlayerZMovement(mobj_t *mo)
// Cut momentum in half when you hit the ground and // Cut momentum in half when you hit the ground and
// aren't pressing any controls. // aren't pressing any controls.
if (!mo->player || (!(mo->player->cmd.forwardmove || mo->player->cmd.sidemove) && !mo->player->cmomx && !mo->player->cmomy && !(mo->player->pflags & PF_SPINNING))) if (!(mo->player->cmd.forwardmove || mo->player->cmd.sidemove) && !mo->player->cmomx && !mo->player->cmomy && !(mo->player->pflags & PF_SPINNING))
{ {
mo->momx = mo->momx/2; mo->momx = mo->momx/2;
mo->momy = mo->momy/2; mo->momy = mo->momy/2;
} }
} }
if (mo->health && mo->player) if (mo->health)
{ {
if (mo->player->pflags & PF_GLIDING) // ground gliding if (mo->player->pflags & PF_GLIDING) // ground gliding
{ {
@ -2192,7 +2316,7 @@ static void P_PlayerZMovement(mobj_t *mo)
mo->player->powers[pw_tailsfly] = 0; mo->player->powers[pw_tailsfly] = 0;
} }
} }
if (mo->player && !(mo->player->pflags & PF_SPINNING)) if (!(mo->player->pflags & PF_SPINNING))
mo->player->pflags &= ~PF_STARTDASH; mo->player->pflags &= ~PF_STARTDASH;
if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR) if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
@ -2235,7 +2359,7 @@ nightsdone:
else else
mo->z = mo->ceilingz - mo->height; mo->z = mo->ceilingz - mo->height;
if (mo->player && (mo->player->pflags & PF_NIGHTSMODE)) if (mo->player->pflags & PF_NIGHTSMODE)
{ {
if (mo->player->flyangle < 90 || mo->player->flyangle >= 270) if (mo->player->flyangle < 90 || mo->player->flyangle >= 270)
mo->player->flyangle -= P_MobjFlip(mo)*90; mo->player->flyangle -= P_MobjFlip(mo)*90;
@ -2250,7 +2374,7 @@ nightsdone:
{ {
msecnode_t *node; msecnode_t *node;
if (CheckForMarioBlocks && mo->player && !(netgame && mo->player->spectator)) // Only let the player punch if (CheckForMarioBlocks && !(netgame && mo->player->spectator)) // Only let the player punch
{ {
// Search the touching sectors, from side-to-side... // Search the touching sectors, from side-to-side...
for (node = mo->touching_sectorlist; node; node = node->m_snext) for (node = mo->touching_sectorlist; node; node = node->m_snext)
@ -2278,7 +2402,7 @@ nightsdone:
if (mariomode) if (mariomode)
S_StartSound(mo, sfx_mario1); S_StartSound(mo, sfx_mario1);
if (!(mo->player && mo->player->climbing)) if (!mo->player->climbing)
mo->momz = 0; mo->momz = 0;
} }
} }
@ -2293,10 +2417,10 @@ static boolean P_SceneryZMovement(mobj_t *mo)
P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector); P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector);
// adjust height // adjust height
if (mo->pmomz && mo->z != mo->floorz) if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo))
{ {
mo->momz += mo->pmomz; mo->momz += mo->pmomz;
mo->pmomz = 0; mo->eflags &= ~MFE_APPLYPMOMZ;
} }
mo->z += mo->momz; mo->z += mo->momz;
@ -2564,10 +2688,8 @@ void P_MobjCheckWater(mobj_t *mobj)
return; return;
if ((mobj->eflags & MFE_GOOWATER || wasingoo)) { // Decide what happens to your momentum when you enter/leave goopy water. if ((mobj->eflags & MFE_GOOWATER || wasingoo)) { // Decide what happens to your momentum when you enter/leave goopy water.
if (wasinwater && P_MobjFlip(mobj)*mobj->momz > 0) if (P_MobjFlip(mobj)*mobj->momz < 0) // You are entering the goo?
mobj->momz = FixedMul(mobj->momz, FixedDiv(9*FRACUNIT, 8*FRACUNIT)); // Give the mobj a little out-of-goo boost. mobj->momz = FixedMul(mobj->momz, FixedDiv(2*FRACUNIT, 5*FRACUNIT)); // kill momentum significantly, to make the goo feel thick.
else if (P_MobjFlip(mobj)*mobj->momz < 0)
mobj->momz = FixedMul(mobj->momz, FixedDiv(2*FRACUNIT, 5*FRACUNIT)); // KILL its momentum.
} }
else if (wasinwater && P_MobjFlip(mobj)*mobj->momz > 0) else if (wasinwater && P_MobjFlip(mobj)*mobj->momz > 0)
mobj->momz = FixedMul(mobj->momz, FixedDiv(780*FRACUNIT, 457*FRACUNIT)); // Give the mobj a little out-of-water boost. mobj->momz = FixedMul(mobj->momz, FixedDiv(780*FRACUNIT, 457*FRACUNIT)); // Give the mobj a little out-of-water boost.
@ -2876,10 +2998,10 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
thiscam->floorz = tmfloorz; thiscam->floorz = tmfloorz;
thiscam->ceilingz = tmceilingz; thiscam->ceilingz = tmceilingz;
if (thiscam->momz) if (thiscam->momz || player->mo->pmomz)
{ {
// adjust height // adjust height
thiscam->z += thiscam->momz; thiscam->z += thiscam->momz + player->mo->pmomz;
if (!itsatwodlevel && !(player->pflags & PF_NOCLIP)) if (!itsatwodlevel && !(player->pflags & PF_NOCLIP))
{ {
@ -2937,6 +3059,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
msecnode_t *node; msecnode_t *node;
I_Assert(mobj != NULL); I_Assert(mobj != NULL);
I_Assert(mobj->player != NULL);
I_Assert(!P_MobjWasRemoved(mobj)); I_Assert(!P_MobjWasRemoved(mobj));
P_MobjCheckWater(mobj); P_MobjCheckWater(mobj);
@ -2955,7 +3078,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
P_CheckPosition(mobj, mobj->x, mobj->y); P_CheckPosition(mobj, mobj->x, mobj->y);
goto animonly; goto animonly;
} }
else if (mobj->player && (mobj->player->pflags & PF_MACESPIN) && mobj->tracer) else if (mobj->player->pflags & PF_MACESPIN && mobj->tracer)
{ {
P_CheckPosition(mobj, mobj->x, mobj->y); P_CheckPosition(mobj, mobj->x, mobj->y);
goto animonly; goto animonly;
@ -2974,7 +3097,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
else else
P_TryMove(mobj, mobj->x, mobj->y, true); P_TryMove(mobj, mobj->x, mobj->y, true);
if (!(netgame && mobj->player && mobj->player->spectator)) if (!(netgame && mobj->player->spectator))
{ {
// Crumbling platforms // Crumbling platforms
for (node = mobj->touching_sectorlist; node; node = node->m_snext) for (node = mobj->touching_sectorlist; node; node = node->m_snext)
@ -3057,18 +3180,14 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
} }
else else
{ {
if (mobj->player) mobj->player->jumping = 0;
mobj->player->pflags &= ~PF_JUMPED;
if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly])
{ {
mobj->player->jumping = 0; mobj->player->secondjump = 0;
mobj->player->pflags &= ~PF_JUMPED; mobj->player->powers[pw_tailsfly] = 0;
if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly]) P_SetPlayerMobjState(mobj, S_PLAY_WALK);
{
mobj->player->secondjump = 0;
mobj->player->powers[pw_tailsfly] = 0;
P_SetPlayerMobjState(mobj, S_PLAY_WALK);
}
} }
mobj->pmomz = 0;
mobj->eflags &= ~MFE_JUSTHITFLOOR; mobj->eflags &= ~MFE_JUSTHITFLOOR;
} }
@ -5488,6 +5607,8 @@ void P_MobjThinker(mobj_t *mobj)
mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG); mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG);
tmfloorthing = tmhitthing = NULL;
// 970 allows ANY mobj to trigger a linedef exec // 970 allows ANY mobj to trigger a linedef exec
if (mobj->subsector && GETSECSPECIAL(mobj->subsector->sector->special, 2) == 8) if (mobj->subsector && GETSECSPECIAL(mobj->subsector->sector->special, 2) == 8)
{ {
@ -6535,19 +6656,22 @@ void P_MobjThinker(mobj_t *mobj)
if (mobj->spawnpoint->options & MTF_OBJECTFLIP) if (mobj->spawnpoint->options & MTF_OBJECTFLIP)
{ {
z = ss->sector->ceilingheight - mobjinfo[mobj->type].height; z = ss->sector->ceilingheight - mobjinfo[mobj->type].height;
if (mobj->spawnpoint->z) if (mobj->spawnpoint->options >> ZSHIFT)
z -= mobj->spawnpoint->z << FRACBITS; z -= (mobj->spawnpoint->options >> ZSHIFT) << FRACBITS;
} }
else else
{ {
z = ss->sector->floorheight; z = ss->sector->floorheight;
if (mobj->spawnpoint->z) if (mobj->spawnpoint->options >> ZSHIFT)
z += mobj->spawnpoint->z << FRACBITS; z += (mobj->spawnpoint->options >> ZSHIFT) << FRACBITS;
} }
flagmo = P_SpawnMobj(x, y, z, mobj->type); flagmo = P_SpawnMobj(x, y, z, mobj->type);
flagmo->spawnpoint = mobj->spawnpoint; flagmo->spawnpoint = mobj->spawnpoint;
if (mobj->spawnpoint->options & MTF_OBJECTFLIP) if (mobj->spawnpoint->options & MTF_OBJECTFLIP)
flagmo->spawnpoint->options |= MTF_OBJECTFLIP; {
flagmo->eflags |= MFE_VERTICALFLIP;
flagmo->flags2 |= MF2_OBJECTFLIP;
}
if (mobj->type == MT_REDFLAG) if (mobj->type == MT_REDFLAG)
{ {
@ -6681,17 +6805,6 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
} }
else else
{ {
if (mobj->player)
{
mobj->player->jumping = 0;
mobj->player->pflags &= ~PF_JUMPED;
if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly])
{
mobj->player->secondjump = 0;
mobj->player->powers[pw_tailsfly] = 0;
P_SetPlayerMobjState(mobj, S_PLAY_WALK);
}
}
mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug
mobj->eflags &= ~MFE_JUSTHITFLOOR; mobj->eflags &= ~MFE_JUSTHITFLOOR;
} }
@ -6892,17 +7005,6 @@ void P_SceneryThinker(mobj_t *mobj)
} }
else else
{ {
if (mobj->player)
{
mobj->player->jumping = 0;
mobj->player->pflags &= ~PF_JUMPED;
if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly])
{
mobj->player->secondjump = 0;
mobj->player->powers[pw_tailsfly] = 0;
P_SetPlayerMobjState(mobj, S_PLAY_WALK);
}
}
mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug
mobj->eflags &= ~MFE_JUSTHITFLOOR; mobj->eflags &= ~MFE_JUSTHITFLOOR;
} }

View file

@ -235,6 +235,8 @@ typedef enum
MFE_PUSHED = 1<<7, MFE_PUSHED = 1<<7,
// Mobj was already sprung this tic // Mobj was already sprung this tic
MFE_SPRUNG = 1<<8, MFE_SPRUNG = 1<<8,
// Platform movement
MFE_APPLYPMOMZ = 1<<9,
// free: to and including 1<<15 // free: to and including 1<<15
} mobjeflag_t; } mobjeflag_t;

View file

@ -657,6 +657,14 @@ static void Polyobj_spawnPolyObj(INT32 num, mobj_t *spawnSpot, INT32 id)
// TODO: sound sequence is in args[3] // TODO: sound sequence is in args[3]
}*/ }*/
// make sure array isn't empty
// since Polyobj_findExplicit is disabled currently, we have to do things here instead now!
if (po->segCount == 0)
{
po->isBad = true;
CONS_Debug(DBG_POLYOBJ, "Polyobject %d is empty\n", po->id);
return;
}
// set the polyobject's spawn spot // set the polyobject's spawn spot
po->spawnSpot.x = spawnSpot->x; po->spawnSpot.x = spawnSpot->x;
@ -848,10 +856,10 @@ static void Polyobj_linkToBlockmap(polyobj_t *po)
M_AddToBox(blockbox, po->vertices[i]->x, po->vertices[i]->y); M_AddToBox(blockbox, po->vertices[i]->x, po->vertices[i]->y);
// adjust bounding box relative to blockmap // adjust bounding box relative to blockmap
blockbox[BOXRIGHT] = (blockbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT; blockbox[BOXRIGHT] = (unsigned)(blockbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT;
blockbox[BOXLEFT] = (blockbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT; blockbox[BOXLEFT] = (unsigned)(blockbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT;
blockbox[BOXTOP] = (blockbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT; blockbox[BOXTOP] = (unsigned)(blockbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT;
blockbox[BOXBOTTOM] = (blockbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT; blockbox[BOXBOTTOM] = (unsigned)(blockbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT;
// link polyobject to every block its bounding box intersects // link polyobject to every block its bounding box intersects
for (y = blockbox[BOXBOTTOM]; y <= blockbox[BOXTOP]; ++y) for (y = blockbox[BOXBOTTOM]; y <= blockbox[BOXTOP]; ++y)
@ -1079,10 +1087,10 @@ static INT32 Polyobj_clipThings(polyobj_t *po, line_t *line)
return hitflags; return hitflags;
// adjust linedef bounding box to blockmap, extend by MAXRADIUS // adjust linedef bounding box to blockmap, extend by MAXRADIUS
linebox[BOXLEFT] = (line->bbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT; linebox[BOXLEFT] = (unsigned)(line->bbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
linebox[BOXRIGHT] = (line->bbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT; linebox[BOXRIGHT] = (unsigned)(line->bbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
linebox[BOXBOTTOM] = (line->bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT; linebox[BOXBOTTOM] = (unsigned)(line->bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
linebox[BOXTOP] = (line->bbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT; linebox[BOXTOP] = (unsigned)(line->bbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
// check all mobj blockmap cells the line contacts // check all mobj blockmap cells the line contacts
for (y = linebox[BOXBOTTOM]; y <= linebox[BOXTOP]; ++y) for (y = linebox[BOXBOTTOM]; y <= linebox[BOXTOP]; ++y)

View file

@ -1052,6 +1052,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
diff |= MD_TICS; diff |= MD_TICS;
if (mobj->sprite != mobj->state->sprite) if (mobj->sprite != mobj->state->sprite)
diff |= MD_SPRITE; diff |= MD_SPRITE;
if (mobj->sprite == SPR_PLAY && mobj->sprite2 != 0)
diff |= MD_SPRITE;
if (mobj->frame != mobj->state->frame) if (mobj->frame != mobj->state->frame)
diff |= MD_FRAME; diff |= MD_FRAME;
if (mobj->eflags) if (mobj->eflags)

View file

@ -7401,10 +7401,10 @@ void T_Pusher(pusher_t *p)
tmbbox[BOXRIGHT] = p->x + radius; tmbbox[BOXRIGHT] = p->x + radius;
tmbbox[BOXLEFT] = p->x - radius; tmbbox[BOXLEFT] = p->x - radius;
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
for (bx = xl; bx <= xh; bx++) for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++) for (by = yl; by <= yh; by++)
P_BlockThingsIterator(bx,by, PIT_PushThing); P_BlockThingsIterator(bx,by, PIT_PushThing);

View file

@ -2953,10 +2953,10 @@ static void P_DoTeeter(player_t *player)
{ {
INT32 bx, by, xl, xh, yl, yh; INT32 bx, by, xl, xh, yl, yh;
yh = (player->mo->y + player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(player->mo->y + player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT;
yl = (player->mo->y - player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(player->mo->y - player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT;
xh = (player->mo->x + player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(player->mo->x + player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
xl = (player->mo->x - player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(player->mo->x - player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh); BMBOUNDFIX(xl, xh, yl, yh);
@ -3078,10 +3078,10 @@ teeterdone:
} }
if (teeter) if (teeter)
{ {
if (player->panim == PA_IDLE && player->mo->state-states != S_PLAY_EDGE) if (player->panim == PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_EDGE); P_SetPlayerMobjState(player->mo, S_PLAY_EDGE);
} }
else if (checkedforteeter && (player->mo->state-states == S_PLAY_EDGE || player->mo->state-states == S_PLAY_SUPER_EDGE)) else if (checkedforteeter && player->panim == PA_EDGE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND); P_SetPlayerMobjState(player->mo, S_PLAY_STND);
} }
@ -3436,14 +3436,35 @@ static void P_DoSuperStuff(player_t *player)
if (player->mo->health > 0) if (player->mo->health > 0)
{ {
if ((player->pflags & PF_JUMPED) || (player->pflags & PF_SPINNING)) if ((player->pflags & PF_JUMPED || player->pflags & PF_SPINNING)
&& player->mo->state-states != S_PLAY_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
else if (player->panim == PA_RUN) else switch (player->mo->state-states)
P_SetPlayerMobjState(player->mo, S_PLAY_RUN); {
else if (player->panim == PA_WALK) default:
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else
P_SetPlayerMobjState(player->mo, S_PLAY_STND); P_SetPlayerMobjState(player->mo, S_PLAY_STND);
break;
case S_PLAY_DASH:
break;
case S_PLAY_SUPER_WALK:
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
break;
case S_PLAY_SUPER_RUN:
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
break;
case S_PLAY_SUPER_PAIN:
P_SetPlayerMobjState(player->mo, S_PLAY_PAIN);
break;
case S_PLAY_SUPER_JUMP:
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
break;
case S_PLAY_SUPER_FALL:
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
break;
case S_PLAY_SUPER_RIDE:
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
break;
}
if (!player->exiting) if (!player->exiting)
{ {
@ -3630,11 +3651,22 @@ void P_DoJump(player_t *player, boolean soundandstate)
// set just an eensy above the ground // set just an eensy above the ground
if (player->mo->eflags & MFE_VERTICALFLIP) if (player->mo->eflags & MFE_VERTICALFLIP)
{
player->mo->z--; player->mo->z--;
if (player->mo->pmomz < 0)
player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump.
else
player->mo->pmomz = 0;
}
else else
{
player->mo->z++; player->mo->z++;
if (player->mo->pmomz > 0)
player->mo->z += player->mo->pmomz; // Solves problem of 'hitting around again after jumping on a moving platform'. player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump.
else
player->mo->pmomz = 0;
}
player->mo->eflags &= ~MFE_APPLYPMOMZ;
player->pflags |= PF_JUMPED; player->pflags |= PF_JUMPED;
@ -3679,7 +3711,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
player->pflags |= PF_STARTDASH|PF_SPINNING; player->pflags |= PF_STARTDASH|PF_SPINNING;
player->dashspeed = FixedMul(FRACUNIT, player->mo->scale); player->dashspeed = FixedMul(FRACUNIT, player->mo->scale);
player->dashtime = 0; player->dashtime = 0;
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
player->pflags |= PF_USEDOWN; player->pflags |= PF_USEDOWN;
} }
else if ((cmd->buttons & BT_USE) && (player->pflags & PF_STARTDASH)) else if ((cmd->buttons & BT_USE) && (player->pflags & PF_STARTDASH))
@ -3692,9 +3724,12 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
S_StartSound(player->mo, sfx_spndsh); // Make the rev sound! S_StartSound(player->mo, sfx_spndsh); // Make the rev sound!
// Now spawn the color thok circle. // Now spawn the color thok circle.
P_SpawnSpinMobj(player, player->revitem); if (player->mo->sprite2 != SPR2_DASH)
if (demorecording) {
G_GhostAddRev(); P_SpawnSpinMobj(player, player->revitem);
if (demorecording)
G_GhostAddRev();
}
} }
} }
// If not moving up or down, and travelling faster than a speed of four while not holding // If not moving up or down, and travelling faster than a speed of four while not holding
@ -3736,6 +3771,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
player->pflags &= ~PF_STARTDASH; player->pflags &= ~PF_STARTDASH;
if (!((gametype == GT_RACE || gametype == GT_COMPETITION) && leveltime < 4*TICRATE)) if (!((gametype == GT_RACE || gametype == GT_COMPETITION) && leveltime < 4*TICRATE))
{ {
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
P_InstaThrust(player->mo, player->mo->angle, player->dashspeed); // catapult forward ho!! P_InstaThrust(player->mo, player->mo->angle, player->dashspeed); // catapult forward ho!!
if (!player->spectator) if (!player->spectator)
S_StartSound(player->mo, sfx_zoom); S_StartSound(player->mo, sfx_zoom);
@ -3743,7 +3779,9 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
player->dashspeed = 0; player->dashspeed = 0;
} }
if (onground && (player->pflags & PF_SPINNING) && !(player->panim == PA_ROLL)) if (onground && player->pflags & PF_STARTDASH && player->mo->state-states != S_PLAY_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (onground && player->pflags & PF_SPINNING && !(player->panim == PA_ROLL))
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
} }
@ -6411,13 +6449,17 @@ static void P_MovePlayer(player_t *player)
// MOVEMENT ANIMATIONS // // MOVEMENT ANIMATIONS //
///////////////////////// /////////////////////////
if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && player->mo->z > player->mo->floorz)) if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && !onground))
{ {
// If the player is moving fast enough, // If the player is moving fast enough,
// break into a run! // break into a run!
if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || player->powers[pw_super])) if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || player->powers[pw_super]))
P_SetPlayerMobjState (player->mo, S_PLAY_RUN); P_SetPlayerMobjState (player->mo, S_PLAY_RUN);
// Super floating at slow speeds has its own special animation.
else if (player->powers[pw_super] && player->panim == PA_IDLE && !onground)
P_SetPlayerMobjState (player->mo, S_PLAY_SUPER_FLOAT);
// Otherwise, just walk. // Otherwise, just walk.
else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE) else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE)
P_SetPlayerMobjState (player->mo, S_PLAY_WALK); P_SetPlayerMobjState (player->mo, S_PLAY_WALK);
@ -6426,13 +6468,18 @@ static void P_MovePlayer(player_t *player)
// If your running animation is playing, and you're // If your running animation is playing, and you're
// going too slow, switch back to the walking frames. // going too slow, switch back to the walking frames.
if (player->panim == PA_RUN && player->speed < runspd) if (player->panim == PA_RUN && player->speed < runspd)
P_SetPlayerMobjState(player->mo, S_PLAY_WALK); {
if (!onground && player->powers[pw_super])
P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_FLOAT);
else
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
}
// If Springing, but travelling DOWNWARD, change back! // If Springing, but travelling DOWNWARD, change back!
if (player->mo->state == &states[S_PLAY_JUMP] && P_MobjFlip(player->mo)*player->mo->momz < 0) if (player->panim == PA_JUMP && P_MobjFlip(player->mo)*player->mo->momz < 0)
P_SetPlayerMobjState(player->mo, S_PLAY_FALL); P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
// If Springing but on the ground, change back! // If Springing but on the ground, change back!
else if (onground && (player->mo->state == &states[S_PLAY_JUMP] || player->panim == PA_FALL || player->mo->state == &states[S_PLAY_RIDE]) && !player->mo->momz) else if (onground && (player->panim == PA_JUMP || player->panim == PA_FALL || player->panim == PA_RIDE) && !player->mo->momz)
P_SetPlayerMobjState(player->mo, S_PLAY_STND); P_SetPlayerMobjState(player->mo, S_PLAY_STND);
// If you are stopped and are still walking, stand still! // If you are stopped and are still walking, stand still!
@ -6797,8 +6844,8 @@ static void P_MovePlayer(player_t *player)
if (player->charflags & SF_SUPER && player->powers[pw_super] && player->speed > FixedMul(5<<FRACBITS, player->mo->scale) if (player->charflags & SF_SUPER && player->powers[pw_super] && player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
&& P_MobjFlip(player->mo)*player->mo->momz <= 0) && P_MobjFlip(player->mo)*player->mo->momz <= 0)
{ {
if (player->panim == PA_ROLL || player->mo->state-states == S_PLAY_PAIN) if (player->panim == PA_ROLL || player->mo->state-states == S_PLAY_PAIN || player->panim == PA_WALK)
P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_WALK); P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_FLOAT);
player->mo->momz = 0; player->mo->momz = 0;
player->pflags &= ~PF_SPINNING; player->pflags &= ~PF_SPINNING;
@ -6857,7 +6904,7 @@ static void P_MovePlayer(player_t *player)
} }
// Make sure you're not teetering when you shouldn't be. // Make sure you're not teetering when you shouldn't be.
if ((player->mo->state-states == S_PLAY_EDGE || player->mo->state-states == S_PLAY_SUPER_EDGE) if (player->panim == PA_EDGE
&& (player->mo->momx || player->mo->momy || player->mo->momz)) && (player->mo->momx || player->mo->momy || player->mo->momz))
P_SetPlayerMobjState(player->mo, S_PLAY_STND); P_SetPlayerMobjState(player->mo, S_PLAY_STND);
@ -8086,10 +8133,10 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
INT32 xl, xh, yl, yh, bx, by; INT32 xl, xh, yl, yh, bx, by;
validcount++; validcount++;
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh); BMBOUNDFIX(xl, xh, yl, yh);
@ -9036,7 +9083,6 @@ void P_PlayerThink(player_t *player)
player->mo->tracer->flags2 &= ~MF2_DONTDRAW; player->mo->tracer->flags2 &= ~MF2_DONTDRAW;
} }
player->mo->pmomz = 0;
player->pflags &= ~PF_SLIDING; player->pflags &= ~PF_SLIDING;
/* /*
@ -9387,4 +9433,7 @@ void P_PlayerAfterThink(player_t *player)
player->mo->flags2 |= MF2_DONTDRAW; player->mo->flags2 |= MF2_DONTDRAW;
player->mo->flags |= MF_NOGRAVITY; player->mo->flags |= MF_NOGRAVITY;
} }
if (P_IsObjectOnGround(player->mo))
player->mo->pmomz = 0;
} }

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