Declarations after Lua calls

This commit is contained in:
James R 2019-11-07 13:02:33 -08:00
parent cf39e181bb
commit be7dcccb71

View file

@ -5016,15 +5016,16 @@ void A_UnsetSolidSteam(mobj_t *actor)
// //
void A_SignSpin(mobj_t *actor) void A_SignSpin(mobj_t *actor)
{ {
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SignSpin", actor))
return;
#endif
INT32 locvar1 = var1; INT32 locvar1 = var1;
INT32 locvar2 = var2; INT32 locvar2 = var2;
INT16 i; INT16 i;
angle_t rotateangle = FixedAngle(locvar1 << FRACBITS); angle_t rotateangle = FixedAngle(locvar1 << FRACBITS);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SignSpin", actor))
return;
#endif
if (P_IsObjectOnGround(actor) && P_MobjFlip(actor) * actor->momz <= 0) if (P_IsObjectOnGround(actor) && P_MobjFlip(actor) * actor->momz <= 0)
{ {
if (actor->spawnpoint) if (actor->spawnpoint)