Merge branch 'fix-theoretical-lua-exposure-crashes' into 'next'

Fix some theoretical crashes when using the P_*XYMovement, P_*ZMovement, and P_RailThinker functions in Lua.

See merge request STJr/SRB2!1173
This commit is contained in:
James R 2020-10-08 22:01:02 -04:00
commit ddb6823fe5
1 changed files with 12 additions and 0 deletions

View File

@ -913,44 +913,52 @@ static int lib_pMaceRotate(lua_State *L)
static int lib_pRailThinker(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *ptmthing = tmthing;
NOHUD
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_RailThinker(mobj));
P_SetTarget(&tmthing, ptmthing);
return 1;
}
static int lib_pXYMovement(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *ptmthing = tmthing;
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
P_XYMovement(actor);
P_SetTarget(&tmthing, ptmthing);
return 0;
}
static int lib_pRingXYMovement(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *ptmthing = tmthing;
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
P_RingXYMovement(actor);
P_SetTarget(&tmthing, ptmthing);
return 0;
}
static int lib_pSceneryXYMovement(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *ptmthing = tmthing;
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
P_SceneryXYMovement(actor);
P_SetTarget(&tmthing, ptmthing);
return 0;
}
@ -962,6 +970,7 @@ static int lib_pZMovement(lua_State *L)
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_ZMovement(actor));
P_CheckPosition(actor, actor->x, actor->y);
return 1;
}
@ -973,6 +982,7 @@ static int lib_pRingZMovement(lua_State *L)
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
P_RingZMovement(actor);
P_CheckPosition(actor, actor->x, actor->y);
return 0;
}
@ -984,6 +994,7 @@ static int lib_pSceneryZMovement(lua_State *L)
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_SceneryZMovement(actor));
P_CheckPosition(actor, actor->x, actor->y);
return 1;
}
@ -995,6 +1006,7 @@ static int lib_pPlayerZMovement(lua_State *L)
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
P_PlayerZMovement(actor);
P_CheckPosition(actor, actor->x, actor->y);
return 0;
}