Get rotated sprites with v.getSprite(2)Patch
NOTE: since rotated sprites are offset upward by 4px from non-rotated sprites, these functions will now return a third boolean (true) if a rotated sprite was returned, so that scripters can offset accordingly.
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@ -424,7 +424,7 @@ static int libd_cachePatch(lua_State *L)
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return 1;
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return 1;
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}
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}
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// v.getSpritePatch(sprite, [frame, [angle]])
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// v.getSpritePatch(sprite, [frame, [angle, [rollangle]]])
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static int libd_getSpritePatch(lua_State *L)
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static int libd_getSpritePatch(lua_State *L)
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{
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{
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UINT32 i; // sprite prefix
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UINT32 i; // sprite prefix
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@ -475,13 +475,31 @@ static int libd_getSpritePatch(lua_State *L)
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if (angle >= ((sprframe->rotate & SRF_3DGE) ? 16 : 8)) // out of range?
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if (angle >= ((sprframe->rotate & SRF_3DGE) ? 16 : 8)) // out of range?
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return 0;
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return 0;
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#ifdef ROTSPRITE
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if (lua_isnumber(L, 4))
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{
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// rotsprite?????
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angle_t rollangle = luaL_checkangle(L, 4);
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INT32 rot = R_GetRollAngle(rollangle);
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if (rot) {
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if (!(sprframe->rotsprite.cached & (1<<angle)))
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R_CacheRotSprite(i, frame, NULL, sprframe, angle, sprframe->flip & (1<<angle));
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LUA_PushUserdata(L, sprframe->rotsprite.patch[angle][rot], META_PATCH);
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lua_pushboolean(L, false);
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lua_pushboolean(L, true);
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return 3;
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}
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}
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#endif
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// push both the patch and it's "flip" value
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// push both the patch and it's "flip" value
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LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_PATCH), META_PATCH);
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LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_PATCH), META_PATCH);
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lua_pushboolean(L, (sprframe->flip & (1<<angle)) != 0);
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lua_pushboolean(L, (sprframe->flip & (1<<angle)) != 0);
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return 2;
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return 2;
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}
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}
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// v.getSprite2Patch(skin, sprite, [super?,] [frame, [angle]])
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// v.getSprite2Patch(skin, sprite, [super?,] [frame, [angle, [rollangle]]])
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static int libd_getSprite2Patch(lua_State *L)
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static int libd_getSprite2Patch(lua_State *L)
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{
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{
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INT32 i; // skin number
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INT32 i; // skin number
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@ -570,6 +588,24 @@ static int libd_getSprite2Patch(lua_State *L)
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if (angle >= ((sprframe->rotate & SRF_3DGE) ? 16 : 8)) // out of range?
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if (angle >= ((sprframe->rotate & SRF_3DGE) ? 16 : 8)) // out of range?
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return 0;
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return 0;
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#ifdef ROTSPRITE
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if (lua_isnumber(L, 4))
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{
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// rotsprite?????
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angle_t rollangle = luaL_checkangle(L, 4);
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INT32 rot = R_GetRollAngle(rollangle);
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if (rot) {
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if (!(sprframe->rotsprite.cached & (1<<angle)))
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R_CacheRotSprite(SPR_PLAY, frame, &skins[i].sprinfo[j], sprframe, angle, sprframe->flip & (1<<angle));
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LUA_PushUserdata(L, sprframe->rotsprite.patch[angle][rot], META_PATCH);
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lua_pushboolean(L, false);
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lua_pushboolean(L, true);
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return 3;
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}
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}
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#endif
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// push both the patch and it's "flip" value
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// push both the patch and it's "flip" value
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LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_PATCH), META_PATCH);
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LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_PATCH), META_PATCH);
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lua_pushboolean(L, (sprframe->flip & (1<<angle)) != 0);
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lua_pushboolean(L, (sprframe->flip & (1<<angle)) != 0);
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