From 04826d261528487a05a31bf06d60e6c415fd193b Mon Sep 17 00:00:00 2001 From: Louis-Antoine Date: Fri, 13 Nov 2020 15:31:11 +0100 Subject: [PATCH 1/7] Replace lua_pop(-1) with lua_settop(0) --- src/lua_hudlib.c | 20 ++++++++++---------- src/lua_script.c | 4 ++-- 2 files changed, 12 insertions(+), 12 deletions(-) diff --git a/src/lua_hudlib.c b/src/lua_hudlib.c index 6b87dc930..5db5169d5 100644 --- a/src/lua_hudlib.c +++ b/src/lua_hudlib.c @@ -1343,7 +1343,7 @@ void LUAh_GameHUD(player_t *stplayr) return; hud_running = true; - lua_pop(gL, -1); + lua_settop(gL, 0); lua_getfield(gL, LUA_REGISTRYINDEX, "HUD"); I_Assert(lua_istable(gL, -1)); @@ -1367,7 +1367,7 @@ void LUAh_GameHUD(player_t *stplayr) lua_pushvalue(gL, -5); // camera LUA_Call(gL, 3); } - lua_pop(gL, -1); + lua_settop(gL, 0); hud_running = false; } @@ -1377,7 +1377,7 @@ void LUAh_ScoresHUD(void) return; hud_running = true; - lua_pop(gL, -1); + lua_settop(gL, 0); lua_getfield(gL, LUA_REGISTRYINDEX, "HUD"); I_Assert(lua_istable(gL, -1)); @@ -1392,7 +1392,7 @@ void LUAh_ScoresHUD(void) lua_pushvalue(gL, -3); // graphics library (HUD[1]) LUA_Call(gL, 1); } - lua_pop(gL, -1); + lua_settop(gL, 0); hud_running = false; } @@ -1402,7 +1402,7 @@ void LUAh_TitleHUD(void) return; hud_running = true; - lua_pop(gL, -1); + lua_settop(gL, 0); lua_getfield(gL, LUA_REGISTRYINDEX, "HUD"); I_Assert(lua_istable(gL, -1)); @@ -1417,7 +1417,7 @@ void LUAh_TitleHUD(void) lua_pushvalue(gL, -3); // graphics library (HUD[1]) LUA_Call(gL, 1); } - lua_pop(gL, -1); + lua_settop(gL, 0); hud_running = false; } @@ -1427,7 +1427,7 @@ void LUAh_TitleCardHUD(player_t *stplayr) return; hud_running = true; - lua_pop(gL, -1); + lua_settop(gL, 0); lua_getfield(gL, LUA_REGISTRYINDEX, "HUD"); I_Assert(lua_istable(gL, -1)); @@ -1451,7 +1451,7 @@ void LUAh_TitleCardHUD(player_t *stplayr) LUA_Call(gL, 4); } - lua_pop(gL, -1); + lua_settop(gL, 0); hud_running = false; } @@ -1461,7 +1461,7 @@ void LUAh_IntermissionHUD(void) return; hud_running = true; - lua_pop(gL, -1); + lua_settop(gL, 0); lua_getfield(gL, LUA_REGISTRYINDEX, "HUD"); I_Assert(lua_istable(gL, -1)); @@ -1476,6 +1476,6 @@ void LUAh_IntermissionHUD(void) lua_pushvalue(gL, -3); // graphics library (HUD[1]) LUA_Call(gL, 1); } - lua_pop(gL, -1); + lua_settop(gL, 0); hud_running = false; } diff --git a/src/lua_script.c b/src/lua_script.c index bb022f9ce..59e2fe7be 100644 --- a/src/lua_script.c +++ b/src/lua_script.c @@ -437,7 +437,7 @@ static void LUA_ClearState(void) // open base libraries luaL_openlibs(L); - lua_pop(L, -1); + lua_settop(L, 0); // make LREG_VALID table for all pushed userdata cache. lua_newtable(L); @@ -640,7 +640,7 @@ fixed_t LUA_EvalMath(const char *word) *b = '\0'; // eval string. - lua_pop(L, -1); + lua_settop(L, 0); if (luaL_dostring(L, buf)) { p = lua_tostring(L, -1); From de709345524134d150d546ecc70e6ceffe89e474 Mon Sep 17 00:00:00 2001 From: Louis-Antoine Date: Fri, 13 Nov 2020 18:19:13 +0100 Subject: [PATCH 2/7] Add missing lua_pop call --- src/lua_infolib.c | 1 + 1 file changed, 1 insertion(+) diff --git a/src/lua_infolib.c b/src/lua_infolib.c index 5e5a1dbc4..f36cb825b 100644 --- a/src/lua_infolib.c +++ b/src/lua_infolib.c @@ -843,6 +843,7 @@ boolean LUA_CallAction(const char *csaction, mobj_t *actor) if (superstack == MAXRECURSION) { CONS_Alert(CONS_WARNING, "Max Lua Action recursion reached! Cool it on the calling A_Action functions from inside A_Action functions!\n"); + lua_pop(gL, 1); // pop function return true; } From 01124f207616a6ed22e728fa6083723a1f28052b Mon Sep 17 00:00:00 2001 From: Louis-Antoine Date: Fri, 13 Nov 2020 18:35:22 +0100 Subject: [PATCH 3/7] Fix Lua stacktrace not showing in various situations --- src/blua/liolib.c | 6 +++++- src/lua_consolelib.c | 17 ++++++++++++++--- src/lua_hudlib.c | 20 +++++++++++++++----- src/lua_infolib.c | 14 ++++++++++---- src/lua_script.c | 13 +++++++++++++ src/lua_script.h | 9 +-------- 6 files changed, 58 insertions(+), 21 deletions(-) diff --git a/src/blua/liolib.c b/src/blua/liolib.c index a055aad3f..5eec97fb4 100644 --- a/src/blua/liolib.c +++ b/src/blua/liolib.c @@ -277,6 +277,9 @@ void Got_LuaFile(UINT8 **cp, INT32 playernum) if (!luafiletransfers) I_Error("No Lua file transfer\n"); + lua_settop(gL, 0); // Just in case... + lua_pushcfunction(gL, LUA_GetErrorMessage); + // Retrieve the callback and push it on the stack lua_pushfstring(gL, FMT_FILECALLBACKID, luafiletransfers->id); lua_gettable(gL, LUA_REGISTRYINDEX); @@ -304,7 +307,8 @@ void Got_LuaFile(UINT8 **cp, INT32 playernum) lua_pushstring(gL, luafiletransfers->filename); // Call the callback - LUA_Call(gL, 2); + LUA_Call(gL, 2, 0, 1); + lua_settop(gL, 0); if (success) { diff --git a/src/lua_consolelib.c b/src/lua_consolelib.c index c6b082930..7373401e5 100644 --- a/src/lua_consolelib.c +++ b/src/lua_consolelib.c @@ -40,6 +40,10 @@ void Got_Luacmd(UINT8 **cp, INT32 playernum) // like sending random junk lua commands to crash the server if (!gL) goto deny; + + lua_settop(gL, 0); // Just in case... + lua_pushcfunction(gL, LUA_GetErrorMessage); + lua_getfield(gL, LUA_REGISTRYINDEX, "COM_Command"); // push COM_Command if (!lua_istable(gL, -1)) goto deny; @@ -76,7 +80,7 @@ void Got_Luacmd(UINT8 **cp, INT32 playernum) READSTRINGN(*cp, buf, 255); lua_pushstring(gL, buf); } - LUA_Call(gL, (int)argc); // argc is 1-based, so this will cover the player we passed too. + LUA_Call(gL, (int)argc, 0, 1); // argc is 1-based, so this will cover the player we passed too. return; deny: @@ -98,6 +102,10 @@ void COM_Lua_f(void) INT32 playernum = consoleplayer; I_Assert(gL != NULL); + + lua_settop(gL, 0); // Just in case... + lua_pushcfunction(gL, LUA_GetErrorMessage); + lua_getfield(gL, LUA_REGISTRYINDEX, "COM_Command"); // push COM_Command I_Assert(lua_istable(gL, -1)); @@ -167,7 +175,7 @@ void COM_Lua_f(void) LUA_PushUserdata(gL, &players[playernum], META_PLAYER); for (i = 1; i < COM_Argc(); i++) lua_pushstring(gL, COM_Argv(i)); - LUA_Call(gL, (int)COM_Argc()); // COM_Argc is 1-based, so this will cover the player we passed too. + LUA_Call(gL, (int)COM_Argc(), 0, 1); // COM_Argc is 1-based, so this will cover the player we passed too. } // Wrapper for COM_AddCommand @@ -277,6 +285,9 @@ static void Lua_OnChange(void) /// \todo Network this! XD_LUAVAR + lua_settop(gL, 0); // Just in case... + lua_pushcfunction(gL, LUA_GetErrorMessage); + // From CV_OnChange registry field, get the function for this cvar by name. lua_getfield(gL, LUA_REGISTRYINDEX, "CV_OnChange"); I_Assert(lua_istable(gL, -1)); @@ -288,7 +299,7 @@ static void Lua_OnChange(void) lua_getfield(gL, -1, cvname); // get consvar_t* userdata. lua_remove(gL, -2); // pop the CV_Vars table. - LUA_Call(gL, 1); // call function(cvar) + LUA_Call(gL, 1, 0, 1); // call function(cvar) lua_pop(gL, 1); // pop CV_OnChange table } diff --git a/src/lua_hudlib.c b/src/lua_hudlib.c index 5db5169d5..b079cfe1b 100644 --- a/src/lua_hudlib.c +++ b/src/lua_hudlib.c @@ -1345,6 +1345,8 @@ void LUAh_GameHUD(player_t *stplayr) hud_running = true; lua_settop(gL, 0); + lua_pushcfunction(gL, LUA_GetErrorMessage); + lua_getfield(gL, LUA_REGISTRYINDEX, "HUD"); I_Assert(lua_istable(gL, -1)); lua_rawgeti(gL, -1, 2+hudhook_game); // HUD[2] = rendering funcs @@ -1365,7 +1367,7 @@ void LUAh_GameHUD(player_t *stplayr) lua_pushvalue(gL, -5); // graphics library (HUD[1]) lua_pushvalue(gL, -5); // stplayr lua_pushvalue(gL, -5); // camera - LUA_Call(gL, 3); + LUA_Call(gL, 3, 0, 1); } lua_settop(gL, 0); hud_running = false; @@ -1379,6 +1381,8 @@ void LUAh_ScoresHUD(void) hud_running = true; lua_settop(gL, 0); + lua_pushcfunction(gL, LUA_GetErrorMessage); + lua_getfield(gL, LUA_REGISTRYINDEX, "HUD"); I_Assert(lua_istable(gL, -1)); lua_rawgeti(gL, -1, 2+hudhook_scores); // HUD[3] = rendering funcs @@ -1390,7 +1394,7 @@ void LUAh_ScoresHUD(void) lua_pushnil(gL); while (lua_next(gL, -3) != 0) { lua_pushvalue(gL, -3); // graphics library (HUD[1]) - LUA_Call(gL, 1); + LUA_Call(gL, 1, 0, 1); } lua_settop(gL, 0); hud_running = false; @@ -1404,6 +1408,8 @@ void LUAh_TitleHUD(void) hud_running = true; lua_settop(gL, 0); + lua_pushcfunction(gL, LUA_GetErrorMessage); + lua_getfield(gL, LUA_REGISTRYINDEX, "HUD"); I_Assert(lua_istable(gL, -1)); lua_rawgeti(gL, -1, 2+hudhook_title); // HUD[5] = rendering funcs @@ -1415,7 +1421,7 @@ void LUAh_TitleHUD(void) lua_pushnil(gL); while (lua_next(gL, -3) != 0) { lua_pushvalue(gL, -3); // graphics library (HUD[1]) - LUA_Call(gL, 1); + LUA_Call(gL, 1, 0, 1); } lua_settop(gL, 0); hud_running = false; @@ -1429,6 +1435,8 @@ void LUAh_TitleCardHUD(player_t *stplayr) hud_running = true; lua_settop(gL, 0); + lua_pushcfunction(gL, LUA_GetErrorMessage); + lua_getfield(gL, LUA_REGISTRYINDEX, "HUD"); I_Assert(lua_istable(gL, -1)); lua_rawgeti(gL, -1, 2+hudhook_titlecard); // HUD[6] = rendering funcs @@ -1448,7 +1456,7 @@ void LUAh_TitleCardHUD(player_t *stplayr) lua_pushvalue(gL, -6); // stplayr lua_pushvalue(gL, -6); // lt_ticker lua_pushvalue(gL, -6); // lt_endtime - LUA_Call(gL, 4); + LUA_Call(gL, 4, 0, 1); } lua_settop(gL, 0); @@ -1463,6 +1471,8 @@ void LUAh_IntermissionHUD(void) hud_running = true; lua_settop(gL, 0); + lua_pushcfunction(gL, LUA_GetErrorMessage); + lua_getfield(gL, LUA_REGISTRYINDEX, "HUD"); I_Assert(lua_istable(gL, -1)); lua_rawgeti(gL, -1, 2+hudhook_intermission); // HUD[4] = rendering funcs @@ -1474,7 +1484,7 @@ void LUAh_IntermissionHUD(void) lua_pushnil(gL); while (lua_next(gL, -3) != 0) { lua_pushvalue(gL, -3); // graphics library (HUD[1]) - LUA_Call(gL, 1); + LUA_Call(gL, 1, 0, 1); } lua_settop(gL, 0); hud_running = false; diff --git a/src/lua_infolib.c b/src/lua_infolib.c index f36cb825b..566aaa6a0 100644 --- a/src/lua_infolib.c +++ b/src/lua_infolib.c @@ -630,6 +630,9 @@ static void A_Lua(mobj_t *actor) boolean found = false; I_Assert(actor != NULL); + lua_settop(gL, 0); // Just in case... + lua_pushcfunction(gL, LUA_GetErrorMessage); + // get the action for this state lua_getfield(gL, LUA_REGISTRYINDEX, LREG_STATEACTION); I_Assert(lua_istable(gL, -1)); @@ -658,7 +661,7 @@ static void A_Lua(mobj_t *actor) LUA_PushUserdata(gL, actor, META_MOBJ); lua_pushinteger(gL, var1); lua_pushinteger(gL, var2); - LUA_Call(gL, 3); + LUA_Call(gL, 3, 0, 1); if (found) { @@ -824,6 +827,8 @@ boolean LUA_CallAction(const char *csaction, mobj_t *actor) if (superstack && fasticmp(csaction, superactions[superstack-1])) // the action is calling itself, return false; // let it call the hardcoded function instead. + lua_pushcfunction(gL, LUA_GetErrorMessage); + // grab function by uppercase name. lua_getfield(gL, LUA_REGISTRYINDEX, LREG_ACTIONS); { @@ -836,14 +841,14 @@ boolean LUA_CallAction(const char *csaction, mobj_t *actor) if (lua_isnil(gL, -1)) // no match { - lua_pop(gL, 1); // pop nil + lua_pop(gL, 2); // pop nil and error handler return false; // action not called. } if (superstack == MAXRECURSION) { CONS_Alert(CONS_WARNING, "Max Lua Action recursion reached! Cool it on the calling A_Action functions from inside A_Action functions!\n"); - lua_pop(gL, 1); // pop function + lua_pop(gL, 2); // pop function and error handler return true; } @@ -857,7 +862,8 @@ boolean LUA_CallAction(const char *csaction, mobj_t *actor) superactions[superstack] = csaction; ++superstack; - LUA_Call(gL, 3); + LUA_Call(gL, 3, 0, -(2 + 3)); + lua_pop(gL, -1); // Error handler --superstack; superactions[superstack] = NULL; diff --git a/src/lua_script.c b/src/lua_script.c index 59e2fe7be..be6bf602f 100644 --- a/src/lua_script.c +++ b/src/lua_script.c @@ -133,6 +133,19 @@ int LUA_GetErrorMessage(lua_State *L) return 1; } +int LUA_Call(lua_State *L, int nargs, int nresults, int errorhandlerindex) +{ + int err = lua_pcall(L, nargs, nresults, errorhandlerindex); + + if (err) + { + CONS_Alert(CONS_WARNING, "%s\n", lua_tostring(L, -1)); + lua_pop(L, 1); + } + + return err; +} + // Moved here from lib_getenum. int LUA_PushGlobals(lua_State *L, const char *word) { diff --git a/src/lua_script.h b/src/lua_script.h index 5a3520d11..79ba0bb38 100644 --- a/src/lua_script.h +++ b/src/lua_script.h @@ -40,6 +40,7 @@ void LUA_ClearExtVars(void); extern INT32 lua_lumploading; // is LUA_LoadLump being called? int LUA_GetErrorMessage(lua_State *L); +int LUA_Call(lua_State *L, int nargs, int nresults, int errorhandlerindex); void LUA_LoadLump(UINT16 wad, UINT16 lump, boolean noresults); #ifdef LUA_ALLOW_BYTECODE void LUA_DumpFile(const char *filename); @@ -65,14 +66,6 @@ void LUAh_NetArchiveHook(lua_CFunction archFunc); // Console wrapper void COM_Lua_f(void); -#define LUA_Call(L,a)\ -{\ - if (lua_pcall(L, a, 0, 0)) {\ - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(L,-1));\ - lua_pop(L, 1);\ - }\ -} - #define LUA_ErrInvalid(L, type) luaL_error(L, "accessed " type " doesn't exist anymore, please check 'valid' before using " type "."); // Deprecation warnings From f0fdcfb92bdebb6a118abd8815b6de37152dabb9 Mon Sep 17 00:00:00 2001 From: Louis-Antoine Date: Sun, 15 Nov 2020 00:52:51 +0100 Subject: [PATCH 4/7] Delete outdated comment --- src/dehacked.c | 7 ------- 1 file changed, 7 deletions(-) diff --git a/src/dehacked.c b/src/dehacked.c index 0380cc30e..edc789158 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -2897,13 +2897,6 @@ static void readhuditem(MYFILE *f, INT32 num) Z_Free(s); } -/* -Sprite number = 10 -Sprite subnumber = 32968 -Duration = 200 -Next frame = 200 -*/ - /** Action pointer for reading actions from Dehacked lumps. */ typedef struct From 7e7de16e6b42a52fc1fd9f2739464c5adf69a00a Mon Sep 17 00:00:00 2001 From: Louis-Antoine Date: Sun, 15 Nov 2020 00:53:46 +0100 Subject: [PATCH 5/7] Fix typo --- src/dehacked.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/dehacked.c b/src/dehacked.c index edc789158..5463b7bb0 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -3167,7 +3167,7 @@ static actionpointer_t actionpointers[] = {{A_PterabyteHover}, "A_PTERABYTEHOVER"}, {{A_RolloutSpawn}, "A_ROLLOUTSPAWN"}, {{A_RolloutRock}, "A_ROLLOUTROCK"}, - {{A_DragonbomberSpawn}, "A_DRAGONBOMERSPAWN"}, + {{A_DragonbomberSpawn}, "A_DRAGONBOMBERSPAWN"}, {{A_DragonWing}, "A_DRAGONWING"}, {{A_DragonSegment}, "A_DRAGONSEGMENT"}, {{A_ChangeHeight}, "A_CHANGEHEIGHT"}, From 13ba25f4fe57df59b748621940a4594f1282a680 Mon Sep 17 00:00:00 2001 From: Louis-Antoine Date: Sun, 15 Nov 2020 01:15:58 +0100 Subject: [PATCH 6/7] Only call the Lua API for overridden actions --- src/dehacked.c | 24 +-- src/dehacked.h | 1 + src/info.h | 283 +++++++++++++++++++++++++ src/lua_infolib.c | 20 +- src/lua_script.c | 5 + src/p_enemy.c | 522 +++++++++++++++++++++++----------------------- 6 files changed, 570 insertions(+), 285 deletions(-) diff --git a/src/dehacked.c b/src/dehacked.c index 5463b7bb0..fc2b32cab 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -2897,18 +2897,9 @@ static void readhuditem(MYFILE *f, INT32 num) Z_Free(s); } -/** Action pointer for reading actions from Dehacked lumps. - */ -typedef struct -{ - actionf_t action; ///< Function pointer corresponding to the actual action. - const char *name; ///< Name of the action in ALL CAPS. -} actionpointer_t; - -/** Array mapping action names to action functions. - * Names must be in ALL CAPS for case insensitive comparisons. - */ -static actionpointer_t actionpointers[] = +// IMPORTANT! +// DO NOT FORGET TO SYNC THIS LIST WITH THE ACTIONNUM ENUM IN INFO.H +actionpointer_t actionpointers[] = { {{A_Explode}, "A_EXPLODE"}, {{A_Pain}, "A_PAIN"}, @@ -11272,3 +11263,12 @@ void LUA_SetActionByName(void *state, const char *actiontocompare) } } } + +enum actionnum LUA_GetActionNumByName(const char *actiontocompare) +{ + size_t z; + for (z = 0; actionpointers[z].name; z++) + if (fasticmp(actiontocompare, actionpointers[z].name)) + return z; + return z; +} diff --git a/src/dehacked.h b/src/dehacked.h index 54225f36e..7f4fea446 100644 --- a/src/dehacked.h +++ b/src/dehacked.h @@ -37,6 +37,7 @@ fixed_t get_number(const char *word); boolean LUA_SetLuaAction(void *state, const char *actiontocompare); const char *LUA_GetActionName(void *action); void LUA_SetActionByName(void *state, const char *actiontocompare); +enum actionnum LUA_GetActionNumByName(const char *actiontocompare); extern boolean deh_loaded; diff --git a/src/info.h b/src/info.h index d84461617..f2f60d21d 100644 --- a/src/info.h +++ b/src/info.h @@ -22,6 +22,287 @@ // dehacked.c now has lists for the more named enums! PLEASE keep them up to date! // For great modding!! +/** Action pointer for reading actions from Dehacked lumps. + */ +typedef struct +{ + actionf_t action; ///< Function pointer corresponding to the actual action. + const char *name; ///< Name of the action in ALL CAPS. +} actionpointer_t; + +/** Array mapping action names to action functions. + * Names must be in ALL CAPS for case insensitive comparisons. + */ +extern actionpointer_t actionpointers[]; + +// IMPORTANT! +// DO NOT FORGET TO SYNC THIS LIST WITH THE ACTIONPOINTERS ARRAY IN DEHACKED.C +enum actionnum +{ + A_EXPLODE = 0, + A_PAIN, + A_FALL, + A_MONITORPOP, + A_GOLDMONITORPOP, + A_GOLDMONITORRESTORE, + A_GOLDMONITORSPARKLE, + A_LOOK, + A_CHASE, + A_FACESTABCHASE, + A_FACESTABREV, + A_FACESTABHURL, + A_FACESTABMISS, + A_STATUEBURST, + A_FACETARGET, + A_FACETRACER, + A_SCREAM, + A_BOSSDEATH, + A_CUSTOMPOWER, + A_GIVEWEAPON, + A_RINGBOX, + A_INVINCIBILITY, + A_SUPERSNEAKERS, + A_BUNNYHOP, + A_BUBBLESPAWN, + A_FANBUBBLESPAWN, + A_BUBBLERISE, + A_BUBBLECHECK, + A_AWARDSCORE, + A_EXTRALIFE, + A_GIVESHIELD, + A_GRAVITYBOX, + A_SCORERISE, + A_ATTRACTCHASE, + A_DROPMINE, + A_FISHJUMP, + A_THROWNRING, + A_SETSOLIDSTEAM, + A_UNSETSOLIDSTEAM, + A_SIGNSPIN, + A_SIGNPLAYER, + A_OVERLAYTHINK, + A_JETCHASE, + A_JETBTHINK, + A_JETGTHINK, + A_JETGSHOOT, + A_SHOOTBULLET, + A_MINUSDIGGING, + A_MINUSPOPUP, + A_MINUSCHECK, + A_CHICKENCHECK, + A_MOUSETHINK, + A_DETONCHASE, + A_CAPECHASE, + A_ROTATESPIKEBALL, + A_SLINGAPPEAR, + A_UNIDUSBALL, + A_ROCKSPAWN, + A_SETFUSE, + A_CRAWLACOMMANDERTHINK, + A_SMOKETRAILER, + A_RINGEXPLODE, + A_OLDRINGEXPLODE, + A_MIXUP, + A_RECYCLEPOWERS, + A_BOSS1CHASE, + A_FOCUSTARGET, + A_BOSS2CHASE, + A_BOSS2POGO, + A_BOSSZOOM, + A_BOSSSCREAM, + A_BOSS2TAKEDAMAGE, + A_BOSS7CHASE, + A_GOOPSPLAT, + A_BOSS2POGOSFX, + A_BOSS2POGOTARGET, + A_BOSSJETFUME, + A_EGGMANBOX, + A_TURRETFIRE, + A_SUPERTURRETFIRE, + A_TURRETSTOP, + A_JETJAWROAM, + A_JETJAWCHOMP, + A_POINTYTHINK, + A_CHECKBUDDY, + A_HOODFIRE, + A_HOODTHINK, + A_HOODFALL, + A_ARROWBONKS, + A_SNAILERTHINK, + A_SHARPCHASE, + A_SHARPSPIN, + A_SHARPDECEL, + A_CRUSHSTACEANWALK, + A_CRUSHSTACEANPUNCH, + A_CRUSHCLAWAIM, + A_CRUSHCLAWLAUNCH, + A_VULTUREVTOL, + A_VULTURECHECK, + A_VULTUREHOVER, + A_VULTUREBLAST, + A_VULTUREFLY, + A_SKIMCHASE, + A_1UPTHINKER, + A_SKULLATTACK, + A_LOBSHOT, + A_FIRESHOT, + A_SUPERFIRESHOT, + A_BOSSFIRESHOT, + A_BOSS7FIREMISSILES, + A_BOSS1LASER, + A_BOSS4REVERSE, + A_BOSS4SPEEDUP, + A_BOSS4RAISE, + A_SPARKFOLLOW, + A_BUZZFLY, + A_GUARDCHASE, + A_EGGSHIELD, + A_SETREACTIONTIME, + A_BOSS1SPIKEBALLS, + A_BOSS3TAKEDAMAGE, + A_BOSS3PATH, + A_BOSS3SHOCKTHINK, + A_LINEDEFEXECUTE, + A_PLAYSEESOUND, + A_PLAYATTACKSOUND, + A_PLAYACTIVESOUND, + A_SPAWNOBJECTABSOLUTE, + A_SPAWNOBJECTRELATIVE, + A_CHANGEANGLERELATIVE, + A_CHANGEANGLEABSOLUTE, + A_ROLLANGLE, + A_CHANGEROLLANGLERELATIVE, + A_CHANGEROLLANGLEABSOLUTE, + A_PLAYSOUND, + A_FINDTARGET, + A_FINDTRACER, + A_SETTICS, + A_SETRANDOMTICS, + A_CHANGECOLORRELATIVE, + A_CHANGECOLORABSOLUTE, + A_DYE, + A_MOVERELATIVE, + A_MOVEABSOLUTE, + A_THRUST, + A_ZTHRUST, + A_SETTARGETSTARGET, + A_SETOBJECTFLAGS, + A_SETOBJECTFLAGS2, + A_RANDOMSTATE, + A_RANDOMSTATERANGE, + A_DUALACTION, + A_REMOTEACTION, + A_TOGGLEFLAMEJET, + A_ORBITNIGHTS, + A_GHOSTME, + A_SETOBJECTSTATE, + A_SETOBJECTTYPESTATE, + A_KNOCKBACK, + A_PUSHAWAY, + A_RINGDRAIN, + A_SPLITSHOT, + A_MISSILESPLIT, + A_MULTISHOT, + A_INSTALOOP, + A_CUSTOM3DROTATE, + A_SEARCHFORPLAYERS, + A_CHECKRANDOM, + A_CHECKTARGETRINGS, + A_CHECKRINGS, + A_CHECKTOTALRINGS, + A_CHECKHEALTH, + A_CHECKRANGE, + A_CHECKHEIGHT, + A_CHECKTRUERANGE, + A_CHECKTHINGCOUNT, + A_CHECKAMBUSH, + A_CHECKCUSTOMVALUE, + A_CHECKCUSVALMEMO, + A_SETCUSTOMVALUE, + A_USECUSVALMEMO, + A_RELAYCUSTOMVALUE, + A_CUSVALACTION, + A_FORCESTOP, + A_FORCEWIN, + A_SPIKERETRACT, + A_INFOSTATE, + A_REPEAT, + A_SETSCALE, + A_REMOTEDAMAGE, + A_HOMINGCHASE, + A_TRAPSHOT, + A_VILETARGET, + A_VILEATTACK, + A_VILEFIRE, + A_BRAKCHASE, + A_BRAKFIRESHOT, + A_BRAKLOBSHOT, + A_NAPALMSCATTER, + A_SPAWNFRESHCOPY, + A_FLICKYSPAWN, + A_FLICKYCENTER, + A_FLICKYAIM, + A_FLICKYFLY, + A_FLICKYSOAR, + A_FLICKYCOAST, + A_FLICKYHOP, + A_FLICKYFLOUNDER, + A_FLICKYCHECK, + A_FLICKYHEIGHTCHECK, + A_FLICKYFLUTTER, + A_FLAMEPARTICLE, + A_FADEOVERLAY, + A_BOSS5JUMP, + A_LIGHTBEAMRESET, + A_MINEEXPLODE, + A_MINERANGE, + A_CONNECTTOGROUND, + A_SPAWNPARTICLERELATIVE, + A_MULTISHOTDIST, + A_WHOCARESIFYOURSONISABEE, + A_PARENTTRIESTOSLEEP, + A_CRYINGTOMOMMA, + A_CHECKFLAGS2, + A_BOSS5FINDWAYPOINT, + A_DONPCSKID, + A_DONPCPAIN, + A_PREPAREREPEAT, + A_BOSS5EXTRAREPEAT, + A_BOSS5CALM, + A_BOSS5CHECKONGROUND, + A_BOSS5CHECKFALLING, + A_BOSS5PINCHSHOT, + A_BOSS5MAKEITRAIN, + A_BOSS5MAKEJUNK, + A_LOOKFORBETTER, + A_BOSS5BOMBEXPLODE, + A_DUSTDEVILTHINK, + A_TNTEXPLODE, + A_DEBRISRANDOM, + A_TRAINCAMEO, + A_TRAINCAMEO2, + A_CANARIVOREGAS, + A_KILLSEGMENTS, + A_SNAPPERSPAWN, + A_SNAPPERTHINKER, + A_SALOONDOORSPAWN, + A_MINECARTSPARKTHINK, + A_MODULOTOSTATE, + A_LAVAFALLROCKS, + A_LAVAFALLLAVA, + A_FALLINGLAVACHECK, + A_FIRESHRINK, + A_SPAWNPTERABYTES, + A_PTERABYTEHOVER, + A_ROLLOUTSPAWN, + A_ROLLOUTROCK, + A_DRAGONBOMBERSPAWN, + A_DRAGONWING, + A_DRAGONSEGMENT, + A_CHANGEHEIGHT, + NUMACTIONS +}; + // IMPORTANT NOTE: If you add/remove from this list of action // functions, don't forget to update them in dehacked.c! void A_Explode(); @@ -286,6 +567,8 @@ void A_DragonWing(); void A_DragonSegment(); void A_ChangeHeight(); +extern boolean actionsoverridden[NUMACTIONS]; + // ratio of states to sprites to mobj types is roughly 6 : 1 : 1 #define NUMMOBJFREESLOTS 512 #define NUMSPRITEFREESLOTS NUMMOBJFREESLOTS diff --git a/src/lua_infolib.c b/src/lua_infolib.c index 566aaa6a0..e17994974 100644 --- a/src/lua_infolib.c +++ b/src/lua_infolib.c @@ -30,7 +30,7 @@ extern CV_PossibleValue_t Color_cons_t[]; extern UINT8 skincolor_modified[]; -boolean LUA_CallAction(const char *action, mobj_t *actor); +boolean LUA_CallAction(enum actionnum actionnum, mobj_t *actor); state_t *astate; enum sfxinfo_read { @@ -63,6 +63,8 @@ const char *const sfxinfo_wopt[] = { "caption", NULL}; +boolean actionsoverridden[NUMACTIONS] = {false}; + // // Sprite Names // @@ -816,27 +818,21 @@ boolean LUA_SetLuaAction(void *stv, const char *action) return true; // action successfully set. } -boolean LUA_CallAction(const char *csaction, mobj_t *actor) +boolean LUA_CallAction(enum actionnum actionnum, mobj_t *actor) { - I_Assert(csaction != NULL); I_Assert(actor != NULL); - if (!gL) // Lua isn't loaded, + if (!(gL && actionsoverridden[actionnum])) // Lua isn't loaded, or the action is not overriden, return false; // action not called. - if (superstack && fasticmp(csaction, superactions[superstack-1])) // the action is calling itself, + if (superstack && fasticmp(actionpointers[actionnum].name, superactions[superstack-1])) // the action is calling itself, return false; // let it call the hardcoded function instead. lua_pushcfunction(gL, LUA_GetErrorMessage); // grab function by uppercase name. lua_getfield(gL, LUA_REGISTRYINDEX, LREG_ACTIONS); - { - char *action = Z_StrDup(csaction); - strupr(action); - lua_getfield(gL, -1, action); - Z_Free(action); - } + lua_getfield(gL, -1, actionpointers[actionnum].name); lua_remove(gL, -2); // pop LREG_ACTIONS if (lua_isnil(gL, -1)) // no match @@ -859,7 +855,7 @@ boolean LUA_CallAction(const char *csaction, mobj_t *actor) lua_pushinteger(gL, var1); lua_pushinteger(gL, var2); - superactions[superstack] = csaction; + superactions[superstack] = actionpointers[actionnum].name; ++superstack; LUA_Call(gL, 3, 0, -(2 + 3)); diff --git a/src/lua_script.c b/src/lua_script.c index be6bf602f..b44dd7105 100644 --- a/src/lua_script.c +++ b/src/lua_script.c @@ -401,6 +401,7 @@ static int setglobals(lua_State *L) { const char *csname; char *name; + enum actionnum actionnum; lua_remove(L, 1); // we're not gonna be using _G csname = lua_tostring(L, 1); @@ -419,6 +420,10 @@ static int setglobals(lua_State *L) lua_rawset(L, -3); // rawset doesn't trigger this metatable again. // otherwise we would've used setfield, obviously. + actionnum = LUA_GetActionNumByName(name); + if (actionnum < NUMACTIONS) + actionsoverridden[actionnum] = true; + Z_Free(name); return 0; } diff --git a/src/p_enemy.c b/src/p_enemy.c index ddb01b63b..74ab1d49c 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -30,7 +30,7 @@ #include "hardware/hw3sound.h" #endif -boolean LUA_CallAction(const char *action, mobj_t *actor); +boolean LUA_CallAction(enum actionnum actionnum, mobj_t *actor); player_t *stplyr; INT32 var1; @@ -981,7 +981,7 @@ void A_Look(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Look", actor)) + if (LUA_CallAction(A_LOOK, actor)) return; if (!P_LookForPlayers(actor, locvar1 & 65535, false , FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale))) @@ -1014,7 +1014,7 @@ void A_Chase(mobj_t *actor) INT32 delta; INT32 locvar1 = var1; - if (LUA_CallAction("A_Chase", actor)) + if (LUA_CallAction(A_CHASE, actor)) return; I_Assert(actor != NULL); @@ -1105,7 +1105,7 @@ void A_FaceStabChase(mobj_t *actor) { INT32 delta; - if (LUA_CallAction("A_FaceStabChase", actor)) + if (LUA_CallAction(A_FACESTABCHASE, actor)) return; if (actor->reactiontime) @@ -1227,7 +1227,7 @@ void A_FaceStabRev(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FaceStabRev", actor)) + if (LUA_CallAction(A_FACESTABREV, actor)) return; if (!actor->target) @@ -1270,7 +1270,7 @@ void A_FaceStabHurl(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FaceStabHurl", actor)) + if (LUA_CallAction(A_FACESTABHURL, actor)) return; if (actor->target) @@ -1360,7 +1360,7 @@ void A_FaceStabMiss(mobj_t *actor) { INT32 locvar2 = var2; - if (LUA_CallAction("A_FaceStabMiss", actor)) + if (LUA_CallAction(A_FACESTABMISS, actor)) return; if (++actor->extravalue1 >= 3) @@ -1395,7 +1395,7 @@ void A_StatueBurst(mobj_t *actor) mobjtype_t chunktype = (mobjtype_t)actor->info->raisestate; mobj_t *new; - if (LUA_CallAction("A_StatueBurst", actor)) + if (LUA_CallAction(A_STATUEBURST, actor)) return; if (!locvar1 || !(new = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1))) @@ -1445,7 +1445,7 @@ void A_StatueBurst(mobj_t *actor) // void A_JetJawRoam(mobj_t *actor) { - if (LUA_CallAction("A_JetJawRoam", actor)) + if (LUA_CallAction(A_JETJAWROAM, actor)) return; if (actor->reactiontime) @@ -1474,7 +1474,7 @@ void A_JetJawChomp(mobj_t *actor) { INT32 delta; - if (LUA_CallAction("A_JetJawChomp", actor)) + if (LUA_CallAction(A_JETJAWCHOMP, actor)) return; // turn towards movement direction if not there yet @@ -1521,7 +1521,7 @@ void A_PointyThink(mobj_t *actor) boolean firsttime = true; INT32 sign; - if (LUA_CallAction("A_PointyThink", actor)) + if (LUA_CallAction(A_POINTYTHINK, actor)) return; actor->momx = actor->momy = actor->momz = 0; @@ -1619,7 +1619,7 @@ void A_CheckBuddy(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_CheckBuddy", actor)) + if (LUA_CallAction(A_CHECKBUDDY, actor)) return; if (locvar1 && (!actor->tracer || actor->tracer->health <= 0)) @@ -1662,7 +1662,7 @@ void A_HoodFire(mobj_t *actor) mobj_t *arrow; INT32 locvar1 = var1; - if (LUA_CallAction("A_HoodFire", actor)) + if (LUA_CallAction(A_HOODFIRE, actor)) return; // Check target first. @@ -1694,7 +1694,7 @@ void A_HoodThink(mobj_t *actor) fixed_t dx, dy, dz, dm; boolean checksight; - if (LUA_CallAction("A_HoodThink", actor)) + if (LUA_CallAction(A_HOODTHINK, actor)) return; // Check target first. @@ -1761,7 +1761,7 @@ void A_HoodThink(mobj_t *actor) // void A_HoodFall(mobj_t *actor) { - if (LUA_CallAction("A_HoodFall", actor)) + if (LUA_CallAction(A_HOODFALL, actor)) return; if (!P_IsObjectOnGround(actor)) @@ -1781,7 +1781,7 @@ void A_HoodFall(mobj_t *actor) // void A_ArrowBonks(mobj_t *actor) { - if (LUA_CallAction("A_ArrowBonks", actor)) + if (LUA_CallAction(A_ARROWBONKS, actor)) return; if (((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz) @@ -1804,7 +1804,7 @@ void A_ArrowBonks(mobj_t *actor) // void A_SnailerThink(mobj_t *actor) { - if (LUA_CallAction("A_SnailerThink", actor)) + if (LUA_CallAction(A_SNAILERTHINK, actor)) return; if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) @@ -1877,7 +1877,7 @@ void A_SnailerThink(mobj_t *actor) // void A_SharpChase(mobj_t *actor) { - if (LUA_CallAction("A_SharpChase", actor)) + if (LUA_CallAction(A_SHARPCHASE, actor)) return; if (actor->reactiontime) @@ -1933,7 +1933,7 @@ void A_SharpSpin(mobj_t *actor) INT32 locvar2 = var2; angle_t oldang = actor->angle; - if (LUA_CallAction("A_SharpSpin", actor)) + if (LUA_CallAction(A_SHARPSPIN, actor)) return; if (actor->threshold && actor->target) @@ -1966,7 +1966,7 @@ void A_SharpSpin(mobj_t *actor) // void A_SharpDecel(mobj_t *actor) { - if (LUA_CallAction("A_SharpDecel", actor)) + if (LUA_CallAction(A_SHARPDECEL, actor)) return; if (actor->momx > 2 || actor->momy > 2) @@ -1991,7 +1991,7 @@ void A_CrushstaceanWalk(mobj_t *actor) INT32 locvar2 = (var2 ? var2 : (INT32)actor->info->spawnstate); angle_t ang = actor->angle + ((actor->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270); - if (LUA_CallAction("A_CrushstaceanWalk", actor)) + if (LUA_CallAction(A_CRUSHSTACEANWALK, actor)) return; actor->reactiontime--; @@ -2020,7 +2020,7 @@ void A_CrushstaceanPunch(mobj_t *actor) { INT32 locvar2 = (var2 ? var2 : (INT32)actor->info->spawnstate); - if (LUA_CallAction("A_CrushstaceanPunch", actor)) + if (LUA_CallAction(A_CRUSHSTACEANPUNCH, actor)) return; if (!actor->tracer) @@ -2052,7 +2052,7 @@ void A_CrushclawAim(mobj_t *actor) mobj_t *crab = actor->tracer; angle_t ang; - if (LUA_CallAction("A_CrushclawAim", actor)) + if (LUA_CallAction(A_CRUSHCLAWAIM, actor)) return; if (!crab) @@ -2113,7 +2113,7 @@ void A_CrushclawLaunch(mobj_t *actor) INT32 locvar2 = var2; mobj_t *crab = actor->tracer; - if (LUA_CallAction("A_CrushclawLaunch", actor)) + if (LUA_CallAction(A_CRUSHCLAWLAUNCH, actor)) return; if (!crab) @@ -2244,7 +2244,7 @@ void A_CrushclawLaunch(mobj_t *actor) // void A_VultureVtol(mobj_t *actor) { - if (LUA_CallAction("A_VultureVtol", actor)) + if (LUA_CallAction(A_VULTUREVTOL, actor)) return; if (!actor->target) @@ -2279,7 +2279,7 @@ void A_VultureVtol(mobj_t *actor) // void A_VultureCheck(mobj_t *actor) { - if (LUA_CallAction("A_VultureCheck", actor)) + if (LUA_CallAction(A_VULTURECHECK, actor)) return; if (actor->momx || actor->momy) @@ -2335,7 +2335,7 @@ void A_VultureHover(mobj_t *actor) fixed_t memz = actor->z; SINT8 i; - if (LUA_CallAction("A_VultureHover", actor)) + if (LUA_CallAction(A_VULTUREHOVER, actor)) return; if (!actor->target || P_MobjWasRemoved(actor->target)) @@ -2397,7 +2397,7 @@ void A_VultureBlast(mobj_t *actor) angle_t faa; fixed_t faacos, faasin; - if (LUA_CallAction("A_VultureBlast", actor)) + if (LUA_CallAction(A_VULTUREBLAST, actor)) return; S_StartSound(actor, actor->info->attacksound); @@ -2436,7 +2436,7 @@ void A_VultureFly(mobj_t *actor) mobj_t *dust; fixed_t momm; - if (LUA_CallAction("A_VultureFly", actor)) + if (LUA_CallAction(A_VULTUREFLY, actor)) return; if (!actor->target || P_MobjWasRemoved(actor->target)) @@ -2528,7 +2528,7 @@ void A_SkimChase(mobj_t *actor) { INT32 delta; - if (LUA_CallAction("A_SkimChase", actor)) + if (LUA_CallAction(A_SKIMCHASE, actor)) return; if (actor->reactiontime) @@ -2614,7 +2614,7 @@ nomissile: // void A_FaceTarget(mobj_t *actor) { - if (LUA_CallAction("A_FaceTarget", actor)) + if (LUA_CallAction(A_FACETARGET, actor)) return; if (!actor->target) @@ -2632,7 +2632,7 @@ void A_FaceTarget(mobj_t *actor) // void A_FaceTracer(mobj_t *actor) { - if (LUA_CallAction("A_FaceTracer", actor)) + if (LUA_CallAction(A_FACETRACER, actor)) return; if (!actor->tracer) @@ -2661,7 +2661,7 @@ void A_LobShot(mobj_t *actor) fixed_t vertical, horizontal; fixed_t airtime = var2 & 65535; - if (LUA_CallAction("A_LobShot", actor)) + if (LUA_CallAction(A_LOBSHOT, actor)) return; if (!actor->target) @@ -2761,7 +2761,7 @@ void A_FireShot(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FireShot", actor)) + if (LUA_CallAction(A_FIRESHOT, actor)) return; if (!actor->target) @@ -2799,7 +2799,7 @@ void A_SuperFireShot(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SuperFireShot", actor)) + if (LUA_CallAction(A_SUPERFIRESHOT, actor)) return; if (!actor->target) @@ -2846,7 +2846,7 @@ void A_BossFireShot(mobj_t *actor) INT32 locvar2 = var2; mobj_t *missile; - if (LUA_CallAction("A_BossFireShot", actor)) + if (LUA_CallAction(A_BOSSFIRESHOT, actor)) return; if (!actor->target) @@ -2930,7 +2930,7 @@ void A_Boss7FireMissiles(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Boss7FireMissiles", actor)) + if (LUA_CallAction(A_BOSS7FIREMISSILES, actor)) return; if (!actor->target) @@ -3005,7 +3005,7 @@ void A_Boss1Laser(mobj_t *actor) SKINCOLOR_SUPERRED3, }; - if (LUA_CallAction("A_Boss1Laser", actor)) + if (LUA_CallAction(A_BOSS1LASER, actor)) return; if (!actor->target) @@ -3176,7 +3176,7 @@ void A_FocusTarget(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FocusTarget", actor)) + if (LUA_CallAction(A_FOCUSTARGET, actor)) return; if (actor->target) @@ -3227,7 +3227,7 @@ void A_Boss4Reverse(mobj_t *actor) sfxenum_t locvar1 = (sfxenum_t)var1; sfxenum_t locvar2 = (sfxenum_t)var2; - if (LUA_CallAction("A_Boss4Reverse", actor)) + if (LUA_CallAction(A_BOSS4REVERSE, actor)) return; actor->reactiontime = 0; @@ -3262,7 +3262,7 @@ void A_Boss4SpeedUp(mobj_t *actor) { sfxenum_t locvar1 = (sfxenum_t)var1; - if (LUA_CallAction("A_Boss4SpeedUp", actor)) + if (LUA_CallAction(A_BOSS4SPEEDUP, actor)) return; S_StartSound(NULL, locvar1); @@ -3280,7 +3280,7 @@ void A_Boss4Raise(mobj_t *actor) { sfxenum_t locvar1 = (sfxenum_t)var1; - if (LUA_CallAction("A_Boss4Raise", actor)) + if (LUA_CallAction(A_BOSS4RAISE, actor)) return; S_StartSound(NULL, locvar1); @@ -3311,7 +3311,7 @@ void A_SkullAttack(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SkullAttack", actor)) + if (LUA_CallAction(A_SKULLATTACK, actor)) return; if (!actor->target) @@ -3429,7 +3429,7 @@ void A_BossZoom(mobj_t *actor) angle_t an; INT32 dist; - if (LUA_CallAction("A_BossZoom", actor)) + if (LUA_CallAction(A_BOSSZOOM, actor)) return; if (!actor->target) @@ -3469,7 +3469,7 @@ void A_BossScream(mobj_t *actor) INT32 locvar2 = var2; mobjtype_t explodetype; - if (LUA_CallAction("A_BossScream", actor)) + if (LUA_CallAction(A_BOSSSCREAM, actor)) return; if (locvar1 & 1) @@ -3514,7 +3514,7 @@ void A_BossScream(mobj_t *actor) // void A_Scream(mobj_t *actor) { - if (LUA_CallAction("A_Scream", actor)) + if (LUA_CallAction(A_SCREAM, actor)) return; if (actor->tracer && (actor->tracer->type == MT_SHELL || actor->tracer->type == MT_FIREBALL)) @@ -3532,7 +3532,7 @@ void A_Scream(mobj_t *actor) // void A_Pain(mobj_t *actor) { - if (LUA_CallAction("A_Pain", actor)) + if (LUA_CallAction(A_PAIN, actor)) return; if (actor->info->painsound) @@ -3553,7 +3553,7 @@ void A_Fall(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_Fall", actor)) + if (LUA_CallAction(A_FALL, actor)) return; // actor is on ground, it can be walked over @@ -3585,7 +3585,7 @@ void A_1upThinker(mobj_t *actor) fixed_t temp; INT32 closestplayer = -1; - if (LUA_CallAction("A_1upThinker", actor)) + if (LUA_CallAction(A_1UPTHINKER, actor)) return; for (i = 0; i < MAXPLAYERS; i++) @@ -3651,7 +3651,7 @@ void A_MonitorPop(mobj_t *actor) mobjtype_t item = 0; mobj_t *newmobj; - if (LUA_CallAction("A_MonitorPop", actor)) + if (LUA_CallAction(A_MONITORPOP, actor)) return; // Spawn the "pop" explosion. @@ -3732,7 +3732,7 @@ void A_GoldMonitorPop(mobj_t *actor) mobjtype_t item = 0; mobj_t *newmobj; - if (LUA_CallAction("A_GoldMonitorPop", actor)) + if (LUA_CallAction(A_GOLDMONITORPOP, actor)) return; // Don't spawn the "pop" explosion, because the monitor isn't broken. @@ -3815,7 +3815,7 @@ void A_GoldMonitorPop(mobj_t *actor) // void A_GoldMonitorRestore(mobj_t *actor) { - if (LUA_CallAction("A_GoldMonitorRestore", actor)) + if (LUA_CallAction(A_GOLDMONITORRESTORE, actor)) return; actor->flags |= MF_MONITOR|MF_SHOOTABLE; @@ -3833,7 +3833,7 @@ void A_GoldMonitorSparkle(mobj_t *actor) { fixed_t i, ngangle, xofs, yofs; - if (LUA_CallAction("A_GoldMonitorSparkle", actor)) + if (LUA_CallAction(A_GOLDMONITORSPARKLE, actor)) return; ngangle = FixedAngle(((leveltime * 21) % 360) << FRACBITS); @@ -3855,7 +3855,7 @@ void A_Explode(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_Explode", actor)) + if (LUA_CallAction(A_EXPLODE, actor)) return; P_RadiusAttack(actor, actor->target, actor->info->damage, locvar1, true); @@ -3875,7 +3875,7 @@ void A_BossDeath(mobj_t *mo) line_t junk; INT32 i; - if (LUA_CallAction("A_BossDeath", mo)) + if (LUA_CallAction(A_BOSSDEATH, mo)) return; if (mo->spawnpoint && mo->spawnpoint->extrainfo) @@ -4183,7 +4183,7 @@ void A_CustomPower(mobj_t *actor) INT32 locvar2 = var2; boolean spawnshield = false; - if (LUA_CallAction("A_CustomPower", actor)) + if (LUA_CallAction(A_CUSTOMPOWER, actor)) return; if (!actor->target || !actor->target->player) @@ -4223,7 +4223,7 @@ void A_GiveWeapon(mobj_t *actor) player_t *player; INT32 locvar1 = var1; - if (LUA_CallAction("A_GiveWeapon", actor)) + if (LUA_CallAction(A_GIVEWEAPON, actor)) return; if (!actor->target || !actor->target->player) @@ -4256,7 +4256,7 @@ void A_RingBox(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_RingBox", actor)) + if (LUA_CallAction(A_RINGBOX, actor)) return; if (!actor->target || !actor->target->player) @@ -4283,7 +4283,7 @@ void A_Invincibility(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_Invincibility", actor)) + if (LUA_CallAction(A_INVINCIBILITY, actor)) return; if (!actor->target || !actor->target->player) @@ -4316,7 +4316,7 @@ void A_SuperSneakers(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_SuperSneakers", actor)) + if (LUA_CallAction(A_SUPERSNEAKERS, actor)) return; if (!actor->target || !actor->target->player) @@ -4351,7 +4351,7 @@ void A_AwardScore(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_AwardScore", actor)) + if (LUA_CallAction(A_AWARDSCORE, actor)) return; if (!actor->target || !actor->target->player) @@ -4378,7 +4378,7 @@ void A_ExtraLife(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_ExtraLife", actor)) + if (LUA_CallAction(A_EXTRALIFE, actor)) return; if (!actor->target || !actor->target->player) @@ -4416,7 +4416,7 @@ void A_GiveShield(mobj_t *actor) player_t *player; UINT16 locvar1 = var1; - if (LUA_CallAction("A_GiveShield", actor)) + if (LUA_CallAction(A_GIVESHIELD, actor)) return; if (!actor->target || !actor->target->player) @@ -4442,7 +4442,7 @@ void A_GravityBox(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_GravityBox", actor)) + if (LUA_CallAction(A_GRAVITYBOX, actor)) return; if (!actor->target || !actor->target->player) @@ -4467,7 +4467,7 @@ void A_GravityBox(mobj_t *actor) // void A_ScoreRise(mobj_t *actor) { - if (LUA_CallAction("A_ScoreRise", actor)) + if (LUA_CallAction(A_SCORERISE, actor)) return; // make logo rise! @@ -4486,7 +4486,7 @@ void A_BunnyHop(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_BunnyHop", actor)) + if (LUA_CallAction(A_BUNNYHOP, actor)) return; if (((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz) @@ -4510,7 +4510,7 @@ void A_BubbleSpawn(mobj_t *actor) UINT8 prandom; mobj_t *bubble = NULL; - if (LUA_CallAction("A_BubbleSpawn", actor)) + if (LUA_CallAction(A_BUBBLESPAWN, actor)) return; if (!(actor->eflags & MFE_UNDERWATER)) @@ -4563,7 +4563,7 @@ void A_FanBubbleSpawn(mobj_t *actor) mobj_t *bubble = NULL; fixed_t hz = actor->z + (4*actor->height)/5; - if (LUA_CallAction("A_FanBubbleSpawn", actor)) + if (LUA_CallAction(A_FANBUBBLESPAWN, actor)) return; if (!(actor->eflags & MFE_UNDERWATER)) @@ -4609,7 +4609,7 @@ void A_BubbleRise(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_BubbleRise", actor)) + if (LUA_CallAction(A_BUBBLERISE, actor)) return; if (actor->type == MT_EXTRALARGEBUBBLE) @@ -4645,7 +4645,7 @@ void A_BubbleRise(mobj_t *actor) // void A_BubbleCheck(mobj_t *actor) { - if (LUA_CallAction("A_BubbleCheck", actor)) + if (LUA_CallAction(A_BUBBLECHECK, actor)) return; if (actor->eflags & MFE_UNDERWATER) @@ -4663,7 +4663,7 @@ void A_BubbleCheck(mobj_t *actor) // void A_AttractChase(mobj_t *actor) { - if (LUA_CallAction("A_AttractChase", actor)) + if (LUA_CallAction(A_ATTRACTCHASE, actor)) return; if (actor->flags2 & MF2_NIGHTSPULL || !actor->health) @@ -4734,7 +4734,7 @@ void A_DropMine(mobj_t *actor) fixed_t z; mobj_t *mine; - if (LUA_CallAction("A_DropMine", actor)) + if (LUA_CallAction(A_DROPMINE, actor)) return; if (locvar2 & 65535) @@ -4782,7 +4782,7 @@ void A_FishJump(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FishJump", actor)) + if (LUA_CallAction(A_FISHJUMP, actor)) return; if (locvar2) @@ -4833,7 +4833,7 @@ void A_ThrownRing(mobj_t *actor) player_t *player; fixed_t dist; - if (LUA_CallAction("A_ThrownRing", actor)) + if (LUA_CallAction(A_THROWNRING, actor)) return; if (leveltime % (TICRATE/7) == 0) @@ -4989,7 +4989,7 @@ void A_ThrownRing(mobj_t *actor) // void A_SetSolidSteam(mobj_t *actor) { - if (LUA_CallAction("A_SetSolidSteam", actor)) + if (LUA_CallAction(A_SETSOLIDSTEAM, actor)) return; actor->flags &= ~MF_NOCLIP; @@ -5020,7 +5020,7 @@ void A_SetSolidSteam(mobj_t *actor) // void A_UnsetSolidSteam(mobj_t *actor) { - if (LUA_CallAction("A_UnsetSolidSteam", actor)) + if (LUA_CallAction(A_UNSETSOLIDSTEAM, actor)) return; actor->flags &= ~MF_SOLID; @@ -5040,7 +5040,7 @@ void A_SignSpin(mobj_t *actor) INT16 i; angle_t rotateangle = FixedAngle(locvar1 << FRACBITS); - if (LUA_CallAction("A_SignSpin", actor)) + if (LUA_CallAction(A_SIGNSPIN, actor)) return; if (P_IsObjectOnGround(actor) && P_MobjFlip(actor) * actor->momz <= 0) @@ -5111,7 +5111,7 @@ void A_SignPlayer(mobj_t *actor) facecolor = signcolor = (UINT16)locvar2; - if (LUA_CallAction("A_SignPlayer", actor)) + if (LUA_CallAction(A_SIGNPLAYER, actor)) return; if (actor->tracer == NULL || locvar1 < -3 || locvar1 >= numskins || signcolor >= numskincolors) @@ -5229,7 +5229,7 @@ void A_OverlayThink(mobj_t *actor) { fixed_t destx, desty; - if (LUA_CallAction("A_OverlayThink", actor)) + if (LUA_CallAction(A_OVERLAYTHINK, actor)) return; if (!actor->target) @@ -5281,7 +5281,7 @@ void A_JetChase(mobj_t *actor) { fixed_t thefloor; - if (LUA_CallAction("A_JetChase", actor)) + if (LUA_CallAction(A_JETCHASE, actor)) return; if (actor->flags2 & MF2_AMBUSH) @@ -5377,7 +5377,7 @@ void A_JetbThink(mobj_t *actor) sector_t *nextsector; fixed_t thefloor; - if (LUA_CallAction("A_JetbThink", actor)) + if (LUA_CallAction(A_JETBTHINK, actor)) return; if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz @@ -5442,7 +5442,7 @@ void A_JetgShoot(mobj_t *actor) { fixed_t dist; - if (LUA_CallAction("A_JetgShoot", actor)) + if (LUA_CallAction(A_JETGSHOOT, actor)) return; if (!actor->target) @@ -5482,7 +5482,7 @@ void A_ShootBullet(mobj_t *actor) { fixed_t dist; - if (LUA_CallAction("A_ShootBullet", actor)) + if (LUA_CallAction(A_SHOOTBULLET, actor)) return; if (!actor->target) @@ -5542,7 +5542,7 @@ void A_MinusDigging(mobj_t *actor) fixed_t mz = (actor->eflags & MFE_VERTICALFLIP) ? actor->ceilingz : actor->floorz; mobj_t *par; - if (LUA_CallAction("A_MinusDigging", actor)) + if (LUA_CallAction(A_MINUSDIGGING, actor)) return; if (!actor->target) @@ -5623,7 +5623,7 @@ void A_MinusPopup(mobj_t *actor) angle_t ani = FixedAngle(FRACUNIT*360/num); INT32 i; - if (LUA_CallAction("A_MinusPopup", actor)) + if (LUA_CallAction(A_MINUSPOPUP, actor)) return; if (actor->eflags & MFE_VERTICALFLIP) @@ -5658,7 +5658,7 @@ void A_MinusCheck(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_MinusCheck", actor)) + if (LUA_CallAction(A_MINUSCHECK, actor)) return; if (((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz) || (!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz)) @@ -5689,7 +5689,7 @@ void A_MinusCheck(mobj_t *actor) // void A_ChickenCheck(mobj_t *actor) { - if (LUA_CallAction("A_ChickenCheck", actor)) + if (LUA_CallAction(A_CHICKENCHECK, actor)) return; if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz) @@ -5720,7 +5720,7 @@ void A_JetgThink(mobj_t *actor) fixed_t thefloor; - if (LUA_CallAction("A_JetgThink", actor)) + if (LUA_CallAction(A_JETGTHINK, actor)) return; if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz @@ -5770,7 +5770,7 @@ void A_JetgThink(mobj_t *actor) // void A_MouseThink(mobj_t *actor) { - if (LUA_CallAction("A_MouseThink", actor)) + if (LUA_CallAction(A_MOUSETHINK, actor)) return; if (actor->reactiontime) @@ -5807,7 +5807,7 @@ void A_DetonChase(mobj_t *actor) angle_t exact; fixed_t xydist, dist; - if (LUA_CallAction("A_DetonChase", actor)) + if (LUA_CallAction(A_DETONCHASE, actor)) return; // modify tracer threshold @@ -5954,7 +5954,7 @@ void A_CapeChase(mobj_t *actor) INT32 locvar2 = var2; angle_t angle; - if (LUA_CallAction("A_CapeChase", actor)) + if (LUA_CallAction(A_CAPECHASE, actor)) return; CONS_Debug(DBG_GAMELOGIC, "A_CapeChase called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); @@ -6014,7 +6014,7 @@ void A_RotateSpikeBall(mobj_t *actor) INT32 locvar1 = var1; const fixed_t radius = FixedMul(12*actor->info->speed, actor->scale); - if (LUA_CallAction("A_RotateSpikeBall", actor)) + if (LUA_CallAction(A_ROTATESPIKEBALL, actor)) return; if (!((!locvar1 && (actor->target)) || (locvar1 && (actor->tracer))))// This should NEVER happen. @@ -6065,7 +6065,7 @@ void A_UnidusBall(mobj_t *actor) INT32 locvar1 = var1; boolean canthrow = false; - if (LUA_CallAction("A_UnidusBall", actor)) + if (LUA_CallAction(A_UNIDUSBALL, actor)) return; actor->angle += ANGLE_11hh; @@ -6162,7 +6162,7 @@ void A_RockSpawn(mobj_t *actor) fixed_t dist; fixed_t randomoomph; - if (LUA_CallAction("A_RockSpawn", actor)) + if (LUA_CallAction(A_ROCKSPAWN, actor)) return; if (i == -1) @@ -6215,7 +6215,7 @@ void A_SlingAppear(mobj_t *actor) UINT8 mlength = 4; mobj_t *spawnee, *hprev; - if (LUA_CallAction("A_SlingAppear", actor)) + if (LUA_CallAction(A_SLINGAPPEAR, actor)) return; P_UnsetThingPosition(actor); @@ -6265,7 +6265,7 @@ void A_SetFuse(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SetFuse", actor)) + if (LUA_CallAction(A_SETFUSE, actor)) return; if ((!actor->fuse || (locvar2 >> 16)) && (locvar2 >> 16) != 2) // set the actor's fuse value @@ -6294,7 +6294,7 @@ void A_CrawlaCommanderThink(mobj_t *actor) INT32 locvar2 = var2; boolean hovermode = (actor->health > 1 || actor->fuse); - if (LUA_CallAction("A_CrawlaCommanderThink", actor)) + if (LUA_CallAction(A_CRAWLACOMMANDERTHINK, actor)) return; if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz @@ -6452,7 +6452,7 @@ void A_RingExplode(mobj_t *actor) thinker_t *th; angle_t d; - if (LUA_CallAction("A_RingExplode", actor)) + if (LUA_CallAction(A_RINGEXPLODE, actor)) return; for (d = 0; d < 16; d++) @@ -6497,7 +6497,7 @@ void A_OldRingExplode(mobj_t *actor) { INT32 locvar1 = var1; boolean changecolor = (actor->target && actor->target->player); - if (LUA_CallAction("A_OldRingExplode", actor)) + if (LUA_CallAction(A_OLDRINGEXPLODE, actor)) return; for (i = 0; i < 32; i++) @@ -6573,7 +6573,7 @@ void A_MixUp(mobj_t *actor) boolean teleported[MAXPLAYERS]; INT32 i, numplayers = 0, prandom = 0; - if (LUA_CallAction("A_MixUp", actor)) + if (LUA_CallAction(A_MIXUP, actor)) return; if (!multiplayer) @@ -6848,7 +6848,7 @@ void A_RecyclePowers(mobj_t *actor) INT32 weapons[MAXPLAYERS]; INT32 weaponheld[MAXPLAYERS]; - if (LUA_CallAction("A_RecyclePowers", actor)) + if (LUA_CallAction(A_RECYCLEPOWERS, actor)) return; if (!multiplayer) @@ -6979,7 +6979,7 @@ void A_Boss1Chase(mobj_t *actor) { INT32 delta; - if (LUA_CallAction("A_Boss1Chase", actor)) + if (LUA_CallAction(A_BOSS1CHASE, actor)) return; if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) @@ -7102,7 +7102,7 @@ void A_Boss2Chase(mobj_t *actor) boolean reverse = false; INT32 speedvar; - if (LUA_CallAction("A_Boss2Chase", actor)) + if (LUA_CallAction(A_BOSS2CHASE, actor)) return; if (actor->health <= 0) @@ -7228,7 +7228,7 @@ void A_Boss2Chase(mobj_t *actor) // void A_Boss2Pogo(mobj_t *actor) { - if (LUA_CallAction("A_Boss2Pogo", actor)) + if (LUA_CallAction(A_BOSS2POGO, actor)) return; if (actor->z <= actor->floorz + FixedMul(8*FRACUNIT, actor->scale) && actor->momz <= 0) @@ -7276,7 +7276,7 @@ void A_Boss2TakeDamage(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_Boss2TakeDamage", actor)) + if (LUA_CallAction(A_BOSS2TAKEDAMAGE, actor)) return; A_Pain(actor); @@ -7299,7 +7299,7 @@ void A_Boss7Chase(mobj_t *actor) INT32 delta; INT32 i; - if (LUA_CallAction("A_Boss7Chase", actor)) + if (LUA_CallAction(A_BOSS7CHASE, actor)) return; if (actor->z != actor->floorz) @@ -7429,7 +7429,7 @@ void A_Boss7Chase(mobj_t *actor) // void A_GoopSplat(mobj_t *actor) { - if (LUA_CallAction("A_GoopSplat", actor)) + if (LUA_CallAction(A_GOOPSPLAT, actor)) return; P_UnsetThingPosition(actor); @@ -7454,7 +7454,7 @@ void A_Boss2PogoSFX(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Boss2PogoSFX", actor)) + if (LUA_CallAction(A_BOSS2POGOSFX, actor)) return; if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) @@ -7496,7 +7496,7 @@ void A_Boss2PogoTarget(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Boss2PogoTarget", actor)) + if (LUA_CallAction(A_BOSS2POGOTARGET, actor)) return; if (!actor->target || !(actor->target->flags & MF_SHOOTABLE) || (actor->target->player && actor->target->player->powers[pw_flashing]) @@ -7581,7 +7581,7 @@ void A_Boss2PogoTarget(mobj_t *actor) // void A_EggmanBox(mobj_t *actor) { - if (LUA_CallAction("A_EggmanBox", actor)) + if (LUA_CallAction(A_EGGMANBOX, actor)) return; if (!actor->target || !actor->target->player) @@ -7607,7 +7607,7 @@ void A_TurretFire(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_TurretFire", actor)) + if (LUA_CallAction(A_TURRETFIRE, actor)) return; if (locvar2) @@ -7645,7 +7645,7 @@ void A_SuperTurretFire(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SuperTurretFire", actor)) + if (LUA_CallAction(A_SUPERTURRETFIRE, actor)) return; if (locvar2) @@ -7681,7 +7681,7 @@ void A_TurretStop(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_TurretStop", actor)) + if (LUA_CallAction(A_TURRETSTOP, actor)) return; actor->flags2 &= ~MF2_FIRING; @@ -7700,7 +7700,7 @@ void A_TurretStop(mobj_t *actor) // void A_SparkFollow(mobj_t *actor) { - if (LUA_CallAction("A_SparkFollow", actor)) + if (LUA_CallAction(A_SPARKFOLLOW, actor)) return; if ((!actor->target || (actor->target->health <= 0)) @@ -7736,7 +7736,7 @@ void A_BuzzFly(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_BuzzFly", actor)) + if (LUA_CallAction(A_BUZZFLY, actor)) return; if (actor->flags2 & MF2_AMBUSH) @@ -7835,7 +7835,7 @@ void A_GuardChase(mobj_t *actor) { INT32 delta; - if (LUA_CallAction("A_GuardChase", actor)) + if (LUA_CallAction(A_GUARDCHASE, actor)) return; if (actor->reactiontime) @@ -7940,7 +7940,7 @@ void A_EggShield(mobj_t *actor) fixed_t movex, movey; angle_t angle; - if (LUA_CallAction("A_EggShield", actor)) + if (LUA_CallAction(A_EGGSHIELD, actor)) return; if (!actor->target || !actor->target->health) @@ -8022,7 +8022,7 @@ void A_EggShield(mobj_t *actor) // void A_SetReactionTime(mobj_t *actor) { - if (LUA_CallAction("A_SetReactionTime", actor)) + if (LUA_CallAction(A_SETREACTIONTIME, actor)) return; if (var1) @@ -8044,7 +8044,7 @@ void A_Boss1Spikeballs(mobj_t *actor) INT32 locvar2 = var2; mobj_t *ball; - if (LUA_CallAction("A_Boss1Spikeballs", actor)) + if (LUA_CallAction(A_BOSS1SPIKEBALLS, actor)) return; ball = P_SpawnMobj(actor->x, actor->y, actor->z, MT_EGGMOBILE_BALL); @@ -8066,7 +8066,7 @@ void A_Boss1Spikeballs(mobj_t *actor) // void A_Boss3TakeDamage(mobj_t *actor) { - if (LUA_CallAction("A_Boss3TakeDamage", actor)) + if (LUA_CallAction(A_BOSS3TAKEDAMAGE, actor)) return; actor->movecount = var1; @@ -8086,7 +8086,7 @@ void A_Boss3TakeDamage(mobj_t *actor) // void A_Boss3Path(mobj_t *actor) { - if (LUA_CallAction("A_Boss3Path", actor)) + if (LUA_CallAction(A_BOSS3PATH, actor)) return; if (actor->tracer && actor->tracer->health && actor->tracer->movecount) @@ -8213,7 +8213,7 @@ void A_Boss3Path(mobj_t *actor) // void A_Boss3ShockThink(mobj_t *actor) { - if (LUA_CallAction("A_Boss3ShockThink", actor)) + if (LUA_CallAction(A_BOSS3SHOCKTHINK, actor)) return; if (actor->momx || actor->momy) @@ -8266,7 +8266,7 @@ void A_LinedefExecute(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_LinedefExecute", actor)) + if (LUA_CallAction(A_LINEDEFEXECUTE, actor)) return; tagnum = locvar1; @@ -8292,7 +8292,7 @@ void A_LinedefExecute(mobj_t *actor) // void A_PlaySeeSound(mobj_t *actor) { - if (LUA_CallAction("A_PlaySeeSound", actor)) + if (LUA_CallAction(A_PLAYSEESOUND, actor)) return; if (actor->info->seesound) @@ -8308,7 +8308,7 @@ void A_PlaySeeSound(mobj_t *actor) // void A_PlayAttackSound(mobj_t *actor) { - if (LUA_CallAction("A_PlayAttackSound", actor)) + if (LUA_CallAction(A_PLAYATTACKSOUND, actor)) return; if (actor->info->attacksound) @@ -8324,7 +8324,7 @@ void A_PlayAttackSound(mobj_t *actor) // void A_PlayActiveSound(mobj_t *actor) { - if (LUA_CallAction("A_PlayActiveSound", actor)) + if (LUA_CallAction(A_PLAYACTIVESOUND, actor)) return; if (actor->info->activesound) @@ -8343,7 +8343,7 @@ void A_SmokeTrailer(mobj_t *actor) mobj_t *th; INT32 locvar1 = var1; - if (LUA_CallAction("A_SmokeTrailer", actor)) + if (LUA_CallAction(A_SMOKETRAILER, actor)) return; if (leveltime % 4) @@ -8384,7 +8384,7 @@ void A_SpawnObjectAbsolute(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SpawnObjectAbsolute", actor)) + if (LUA_CallAction(A_SPAWNOBJECTABSOLUTE, actor)) return; x = (INT16)(locvar1>>16); @@ -8420,7 +8420,7 @@ void A_SpawnObjectRelative(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SpawnObjectRelative", actor)) + if (LUA_CallAction(A_SPAWNOBJECTRELATIVE, actor)) return; CONS_Debug(DBG_GAMELOGIC, "A_SpawnObjectRelative called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); @@ -8464,7 +8464,7 @@ void A_ChangeAngleRelative(mobj_t *actor) //const angle_t amin = FixedAngle(locvar1*FRACUNIT); //const angle_t amax = FixedAngle(locvar2*FRACUNIT); - if (LUA_CallAction("A_ChangeAngleRelative", actor)) + if (LUA_CallAction(A_CHANGEANGLERELATIVE, actor)) return; #ifdef PARANOIA @@ -8497,7 +8497,7 @@ void A_ChangeAngleAbsolute(mobj_t *actor) //const angle_t amin = FixedAngle(locvar1*FRACUNIT); //const angle_t amax = FixedAngle(locvar2*FRACUNIT); - if (LUA_CallAction("A_ChangeAngleAbsolute", actor)) + if (LUA_CallAction(A_CHANGEANGLEABSOLUTE, actor)) return; #ifdef PARANOIA @@ -8526,7 +8526,7 @@ void A_RollAngle(mobj_t *actor) INT32 locvar2 = var2; const angle_t angle = FixedAngle(locvar1*FRACUNIT); - if (LUA_CallAction("A_RollAngle", actor)) + if (LUA_CallAction(A_ROLLANGLE, actor)) return; // relative (default) @@ -8551,7 +8551,7 @@ void A_ChangeRollAngleRelative(mobj_t *actor) const fixed_t amin = locvar1*FRACUNIT; const fixed_t amax = locvar2*FRACUNIT; - if (LUA_CallAction("A_ChangeRollAngleRelative", actor)) + if (LUA_CallAction(A_CHANGEROLLANGLERELATIVE, actor)) return; #ifdef PARANOIA @@ -8576,7 +8576,7 @@ void A_ChangeRollAngleAbsolute(mobj_t *actor) const fixed_t amin = locvar1*FRACUNIT; const fixed_t amax = locvar2*FRACUNIT; - if (LUA_CallAction("A_ChangeRollAngleAbsolute", actor)) + if (LUA_CallAction(A_CHANGEROLLANGLEABSOLUTE, actor)) return; #ifdef PARANOIA @@ -8601,7 +8601,7 @@ void A_PlaySound(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_PlaySound", actor)) + if (LUA_CallAction(A_PLAYSOUND, actor)) return; if (leveltime < 2 && (locvar2 >> 16)) @@ -8626,7 +8626,7 @@ void A_FindTarget(mobj_t *actor) mobj_t *mo2; fixed_t dist1 = 0, dist2 = 0; - if (LUA_CallAction("A_FindTarget", actor)) + if (LUA_CallAction(A_FINDTARGET, actor)) return; CONS_Debug(DBG_GAMELOGIC, "A_FindTarget called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); @@ -8690,7 +8690,7 @@ void A_FindTracer(mobj_t *actor) mobj_t *mo2; fixed_t dist1 = 0, dist2 = 0; - if (LUA_CallAction("A_FindTracer", actor)) + if (LUA_CallAction(A_FINDTRACER, actor)) return; CONS_Debug(DBG_GAMELOGIC, "A_FindTracer called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); @@ -8750,7 +8750,7 @@ void A_SetTics(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SetTics", actor)) + if (LUA_CallAction(A_SETTICS, actor)) return; if (locvar1) @@ -8771,7 +8771,7 @@ void A_SetRandomTics(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SetRandomTics", actor)) + if (LUA_CallAction(A_SETRANDOMTICS, actor)) return; actor->tics = P_RandomRange(locvar1, locvar2); @@ -8789,7 +8789,7 @@ void A_ChangeColorRelative(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_ChangeColorRelative", actor)) + if (LUA_CallAction(A_CHANGECOLORRELATIVE, actor)) return; if (locvar1) @@ -8814,7 +8814,7 @@ void A_ChangeColorAbsolute(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_ChangeColorAbsolute", actor)) + if (LUA_CallAction(A_CHANGECOLORABSOLUTE, actor)) return; if (locvar1) @@ -8840,7 +8840,7 @@ void A_Dye(mobj_t *actor) mobj_t *target = ((locvar1 && actor->target) ? actor->target : actor); UINT16 color = (UINT16)locvar2; - if (LUA_CallAction("A_Dye", actor)) + if (LUA_CallAction(A_DYE, actor)) return; if (color >= numskincolors) return; @@ -8873,7 +8873,7 @@ void A_MoveRelative(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_MoveRelative", actor)) + if (LUA_CallAction(A_MOVERELATIVE, actor)) return; P_Thrust(actor, actor->angle+FixedAngle(locvar1*FRACUNIT), FixedMul(locvar2*FRACUNIT, actor->scale)); @@ -8891,7 +8891,7 @@ void A_MoveAbsolute(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_MoveAbsolute", actor)) + if (LUA_CallAction(A_MOVEABSOLUTE, actor)) return; P_InstaThrust(actor, FixedAngle(locvar1*FRACUNIT), FixedMul(locvar2*FRACUNIT, actor->scale)); @@ -8909,7 +8909,7 @@ void A_Thrust(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Thrust", actor)) + if (LUA_CallAction(A_THRUST, actor)) return; if (!locvar1) @@ -8935,7 +8935,7 @@ void A_ZThrust(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_ZThrust", actor)) + if (LUA_CallAction(A_ZTHRUST, actor)) return; if (!locvar1) @@ -8969,7 +8969,7 @@ void A_SetTargetsTarget(mobj_t *actor) INT32 locvar2 = var2; mobj_t *oldtarg = NULL, *newtarg = NULL; - if (LUA_CallAction("A_SetTargetsTarget", actor)) + if (LUA_CallAction(A_SETTARGETSTARGET, actor)) return; // actor's target @@ -9013,7 +9013,7 @@ void A_SetObjectFlags(mobj_t *actor) INT32 locvar2 = var2; boolean unlinkthings = false; - if (LUA_CallAction("A_SetObjectFlags", actor)) + if (LUA_CallAction(A_SETOBJECTFLAGS, actor)) return; if (locvar2 == 2) @@ -9054,7 +9054,7 @@ void A_SetObjectFlags2(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SetObjectFlags2", actor)) + if (LUA_CallAction(A_SETOBJECTFLAGS2, actor)) return; if (locvar2 == 2) @@ -9081,7 +9081,7 @@ void A_BossJetFume(mobj_t *actor) mobj_t *filler; INT32 locvar1 = var1; - if (LUA_CallAction("A_BossJetFume", actor)) + if (LUA_CallAction(A_BOSSJETFUME, actor)) return; if (locvar1 == 0) // Boss1 jet fumes @@ -9216,7 +9216,7 @@ void A_RandomState(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_RandomState", actor)) + if (LUA_CallAction(A_RANDOMSTATE, actor)) return; P_SetMobjState(actor, P_RandomChance(FRACUNIT/2) ? locvar1 : locvar2); @@ -9234,7 +9234,7 @@ void A_RandomStateRange(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_RandomStateRange", actor)) + if (LUA_CallAction(A_RANDOMSTATERANGE, actor)) return; P_SetMobjState(actor, P_RandomRange(locvar1, locvar2)); @@ -9252,7 +9252,7 @@ void A_DualAction(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_DualAction", actor)) + if (LUA_CallAction(A_DUALACTION, actor)) return; CONS_Debug(DBG_GAMELOGIC, "A_DualAction called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); @@ -9285,7 +9285,7 @@ void A_RemoteAction(mobj_t *actor) INT32 locvar2 = var2; mobj_t *originaltarget = actor->target; // Hold on to the target for later. - if (LUA_CallAction("A_RemoteAction", actor)) + if (LUA_CallAction(A_REMOTEACTION, actor)) return; // If >=0, find the closest target. @@ -9367,7 +9367,7 @@ void A_RemoteAction(mobj_t *actor) // void A_ToggleFlameJet(mobj_t* actor) { - if (LUA_CallAction("A_ToggleFlameJet", actor)) + if (LUA_CallAction(A_TOGGLEFLAMEJET, actor)) return; // threshold - off delay @@ -9414,7 +9414,7 @@ void A_OrbitNights(mobj_t* actor) boolean donotrescale = (var2 & 0x40000); INT32 xfactor = 32, yfactor = 32, zfactor = 20; - if (LUA_CallAction("A_OrbitNights", actor)) + if (LUA_CallAction(A_ORBITNIGHTS, actor)) return; if (actor->flags & MF_GRENADEBOUNCE) @@ -9487,7 +9487,7 @@ void A_GhostMe(mobj_t *actor) INT32 locvar1 = var1; mobj_t *ghost; - if (LUA_CallAction("A_GhostMe", actor)) + if (LUA_CallAction(A_GHOSTME, actor)) return; ghost = P_SpawnGhostMobj(actor); @@ -9510,7 +9510,7 @@ void A_SetObjectState(mobj_t *actor) INT32 locvar2 = var2; mobj_t *target; - if (LUA_CallAction("A_SetObjectState", actor)) + if (LUA_CallAction(A_SETOBJECTSTATE, actor)) return; if ((!locvar2 && !actor->target) || (locvar2 && !actor->tracer)) @@ -9554,7 +9554,7 @@ void A_SetObjectTypeState(mobj_t *actor) mobj_t *mo2; fixed_t dist = 0; - if (LUA_CallAction("A_SetObjectTypeState", actor)) + if (LUA_CallAction(A_SETOBJECTTYPESTATE, actor)) return; for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) @@ -9596,7 +9596,7 @@ void A_KnockBack(mobj_t *actor) INT32 locvar1 = var1; mobj_t *target; - if (LUA_CallAction("A_KnockBack", actor)) + if (LUA_CallAction(A_KNOCKBACK, actor)) return; if (!locvar1) @@ -9631,7 +9631,7 @@ void A_PushAway(mobj_t *actor) mobj_t *target; // target angle_t an; // actor to target angle - if (LUA_CallAction("A_PushAway", actor)) + if (LUA_CallAction(A_PUSHAWAY, actor)) return; if ((!(locvar2 >> 16) && !actor->target) || ((locvar2 >> 16) && !actor->tracer)) @@ -9665,7 +9665,7 @@ void A_RingDrain(mobj_t *actor) INT32 locvar1 = var1; player_t *player; - if (LUA_CallAction("A_RingDrain", actor)) + if (LUA_CallAction(A_RINGDRAIN, actor)) return; if (!actor->target || !actor->target->player) @@ -9697,7 +9697,7 @@ void A_SplitShot(mobj_t *actor) const fixed_t offs = (fixed_t)(locvar1*FRACUNIT); const fixed_t hoffs = (fixed_t)(loc2up*FRACUNIT); - if (LUA_CallAction("A_SplitShot", actor)) + if (LUA_CallAction(A_SPLITSHOT, actor)) return; if (!actor->target) @@ -9734,7 +9734,7 @@ void A_MissileSplit(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_MissileSplit", actor)) + if (LUA_CallAction(A_MISSILESPLIT, actor)) return; if (actor->eflags & MFE_VERTICALFLIP) @@ -9762,7 +9762,7 @@ void A_MultiShot(mobj_t *actor) INT32 count = 0; fixed_t ad; - if (LUA_CallAction("A_MultiShot", actor)) + if (LUA_CallAction(A_MULTISHOT, actor)) return; if (actor->target) @@ -9823,7 +9823,7 @@ void A_InstaLoop(mobj_t *actor) const fixed_t ac = FINECOSINE(fa); const fixed_t as = FINESINE(fa); - if (LUA_CallAction("A_InstaLoop", actor)) + if (LUA_CallAction(A_INSTALOOP, actor)) return; P_InstaThrust(actor, actor->angle, FixedMul(ac, FixedMul(force, actor->scale))); @@ -9856,7 +9856,7 @@ void A_Custom3DRotate(mobj_t *actor) const fixed_t hspeed = FixedMul(loc2up*FRACUNIT/10, actor->scale); const fixed_t vspeed = FixedMul(loc2lw*FRACUNIT/10, actor->scale); - if (LUA_CallAction("A_Custom3DRotate", actor)) + if (LUA_CallAction(A_CUSTOM3DROTATE, actor)) return; if (actor->target->health == 0) @@ -9915,7 +9915,7 @@ void A_SearchForPlayers(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SearchForPlayers", actor)) + if (LUA_CallAction(A_SEARCHFORPLAYERS, actor)) return; if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) @@ -9947,7 +9947,7 @@ void A_CheckRandom(mobj_t *actor) INT32 locvar2 = var2; fixed_t chance = FRACUNIT; - if (LUA_CallAction("A_CheckRandom", actor)) + if (LUA_CallAction(A_CHECKRANDOM, actor)) return; if ((locvar1 & 0xFFFF) == 0) @@ -9974,7 +9974,7 @@ void A_CheckTargetRings(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CheckTargetRings", actor)) + if (LUA_CallAction(A_CHECKTARGETRINGS, actor)) return; if (!(actor->target) || !(actor->target->player)) @@ -9997,7 +9997,7 @@ void A_CheckRings(mobj_t *actor) INT32 locvar2 = var2; INT32 i, cntr = 0; - if (LUA_CallAction("A_CheckRings", actor)) + if (LUA_CallAction(A_CHECKRINGS, actor)) return; for (i = 0; i < MAXPLAYERS; i++) @@ -10021,7 +10021,7 @@ void A_CheckTotalRings(mobj_t *actor) INT32 i, cntr = 0; - if (LUA_CallAction("A_CheckTotalRings", actor)) + if (LUA_CallAction(A_CHECKTOTALRINGS, actor)) return; for (i = 0; i < MAXPLAYERS; i++) @@ -10043,7 +10043,7 @@ void A_CheckHealth(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CheckHealth", actor)) + if (LUA_CallAction(A_CHECKHEALTH, actor)) return; if (actor->health <= locvar1) @@ -10065,7 +10065,7 @@ void A_CheckRange(mobj_t *actor) INT32 locvar2 = var2; fixed_t dist; - if (LUA_CallAction("A_CheckRange", actor)) + if (LUA_CallAction(A_CHECKRANGE, actor)) return; if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) @@ -10095,7 +10095,7 @@ void A_CheckHeight(mobj_t *actor) INT32 locvar2 = var2; fixed_t height; - if (LUA_CallAction("A_CheckHeight", actor)) + if (LUA_CallAction(A_CHECKHEIGHT, actor)) return; if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) @@ -10127,7 +10127,7 @@ void A_CheckTrueRange(mobj_t *actor) fixed_t dist; // horizontal range fixed_t l; // true range - if (LUA_CallAction("A_CheckTrueRange", actor)) + if (LUA_CallAction(A_CHECKTRUERANGE, actor)) return; if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) @@ -10178,7 +10178,7 @@ void A_CheckThingCount(mobj_t *actor) mobj_t *mo2; fixed_t dist = 0; - if (LUA_CallAction("A_CheckThingCount", actor)) + if (LUA_CallAction(A_CHECKTHINGCOUNT, actor)) return; for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) @@ -10223,7 +10223,7 @@ void A_CheckAmbush(mobj_t *actor) angle_t atp; // actor to target angle angle_t an; // angle between at and atp - if (LUA_CallAction("A_CheckAmbush", actor)) + if (LUA_CallAction(A_CHECKAMBUSH, actor)) return; if ((!locvar1 && !actor->target) || (locvar1 && !actor->tracer)) @@ -10261,7 +10261,7 @@ void A_CheckCustomValue(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CheckCustomValue", actor)) + if (LUA_CallAction(A_CHECKCUSTOMVALUE, actor)) return; if (actor->cusval >= locvar1) @@ -10280,7 +10280,7 @@ void A_CheckCusValMemo(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CheckCusValMemo", actor)) + if (LUA_CallAction(A_CHECKCUSVALMEMO, actor)) return; if (actor->cvmem >= locvar1) @@ -10305,7 +10305,7 @@ void A_SetCustomValue(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SetCustomValue", actor)) + if (LUA_CallAction(A_SETCUSTOMVALUE, actor)) return; if (cv_debug) @@ -10355,7 +10355,7 @@ void A_UseCusValMemo(mobj_t *actor) INT32 temp = actor->cusval; // value being manipulated INT32 tempM = actor->cvmem; // value used to manipulate temp with - if (LUA_CallAction("A_UseCusValMemo", actor)) + if (LUA_CallAction(A_USECUSVALMEMO, actor)) return; if (locvar1 == 1) // cvmem being changed using cusval @@ -10418,7 +10418,7 @@ void A_RelayCustomValue(mobj_t *actor) INT32 temp; // reference value - var1 lower 16 bits changes this INT32 tempT; // target's value - changed to tracer if var1 upper 16 bits set, then modified to become final value - if (LUA_CallAction("A_RelayCustomValue", actor)) + if (LUA_CallAction(A_RELAYCUSTOMVALUE, actor)) return; if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) @@ -10477,7 +10477,7 @@ void A_CusValAction(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CusValAction", actor)) + if (LUA_CallAction(A_CUSVALACTION, actor)) return; if (locvar2 == 5) @@ -10528,7 +10528,7 @@ void A_ForceStop(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_ForceStop", actor)) + if (LUA_CallAction(A_FORCESTOP, actor)) return; actor->momx = actor->momy = 0; @@ -10547,7 +10547,7 @@ void A_ForceWin(mobj_t *actor) { INT32 i; - if (LUA_CallAction("A_ForceWin", actor)) + if (LUA_CallAction(A_FORCEWIN, actor)) return; for (i = 0; i < MAXPLAYERS; i++) @@ -10581,7 +10581,7 @@ void A_SpikeRetract(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_SpikeRetract", actor)) + if (LUA_CallAction(A_SPIKERETRACT, actor)) return; if (actor->flags & MF_NOBLOCKMAP) @@ -10665,7 +10665,7 @@ void A_Repeat(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Repeat", actor)) + if (LUA_CallAction(A_REPEAT, actor)) return; if (locvar1 && (!actor->extravalue2 || actor->extravalue2 > locvar1)) @@ -10690,7 +10690,7 @@ void A_SetScale(mobj_t *actor) INT32 locvar2 = var2; mobj_t *target; - if (LUA_CallAction("A_SetScale", actor)) + if (LUA_CallAction(A_SETSCALE, actor)) return; if (locvar1 <= 0) @@ -10733,7 +10733,7 @@ void A_RemoteDamage(mobj_t *actor) mobj_t *target; // we MUST have a target mobj_t *source = NULL; // on the other hand we don't necessarily need a source - if (LUA_CallAction("A_RemoteDamage", actor)) + if (LUA_CallAction(A_REMOTEDAMAGE, actor)) return; if (locvar1 == 1) @@ -10786,7 +10786,7 @@ void A_HomingChase(mobj_t *actor) fixed_t dist; fixed_t speedmul; - if (LUA_CallAction("A_HomingChase", actor)) + if (LUA_CallAction(A_HOMINGCHASE, actor)) return; if (locvar2 == 1) @@ -10839,7 +10839,7 @@ void A_TrapShot(mobj_t *actor) fixed_t x, y, z; fixed_t speed; - if (LUA_CallAction("A_TrapShot", actor)) + if (LUA_CallAction(A_TRAPSHOT, actor)) return; x = actor->x + P_ReturnThrustX(actor, actor->angle, FixedMul(frontoff*FRACUNIT, actor->scale)); @@ -10904,7 +10904,7 @@ void A_VileTarget(mobj_t *actor) mobjtype_t fogtype; INT32 i; - if (LUA_CallAction("A_VileTarget", actor)) + if (LUA_CallAction(A_VILETARGET, actor)) return; if (!actor->target) @@ -10991,7 +10991,7 @@ void A_VileAttack(mobj_t *actor) mobj_t *fire; INT32 i; - if (LUA_CallAction("A_VileAttack", actor)) + if (LUA_CallAction(A_VILEATTACK, actor)) return; if (!actor->target) @@ -11103,7 +11103,7 @@ void A_VileFire(mobj_t *actor) INT32 locvar2 = var2; mobj_t *dest; - if (LUA_CallAction("A_VileFire", actor)) + if (LUA_CallAction(A_VILEFIRE, actor)) return; dest = actor->tracer; @@ -11189,7 +11189,7 @@ void A_BrakChase(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_BrakChase", actor)) + if (LUA_CallAction(A_BRAKCHASE, actor)) return; // Set new tics NOW, in case the state changes while we're doing this and we try applying this to the painstate or something silly @@ -11309,7 +11309,7 @@ void A_BrakFireShot(mobj_t *actor) fixed_t x, y, z; INT32 locvar1 = var1; - if (LUA_CallAction("A_BrakFireShot", actor)) + if (LUA_CallAction(A_BRAKFIRESHOT, actor)) return; if (!actor->target) @@ -11372,7 +11372,7 @@ void A_BrakLobShot(mobj_t *actor) INT32 locvar2 = var2 & 0x0000FFFF; INT32 aimDirect = var2 & 0xFFFF0000; - if (LUA_CallAction("A_BrakLobShot", actor)) + if (LUA_CallAction(A_BRAKLOBSHOT, actor)) return; if (!actor->target) @@ -11478,7 +11478,7 @@ void A_NapalmScatter(mobj_t *actor) INT32 i; // for-loop cursor mobj_t *mo; // each and every spawned napalm burst - if (LUA_CallAction("A_NapalmScatter", actor)) + if (LUA_CallAction(A_NAPALMSCATTER, actor)) return; // Some quick sanity-checking @@ -11530,7 +11530,7 @@ void A_SpawnFreshCopy(mobj_t *actor) { mobj_t *newObject; - if (LUA_CallAction("A_SpawnFreshCopy", actor)) + if (LUA_CallAction(A_SPAWNFRESHCOPY, actor)) return; newObject = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->type); @@ -11606,7 +11606,7 @@ void A_FlickySpawn(mobj_t *actor) INT32 test = (var1 >> 16); SINT8 moveforward = 0; - if (LUA_CallAction("A_FlickySpawn", actor)) + if (LUA_CallAction(A_FLICKYSPAWN, actor)) return; if (test & 1) @@ -11674,7 +11674,7 @@ void A_FlickyCenter(mobj_t *actor) UINT8 flickycolor = ((locvar1 >> 16) & 0xFF); UINT8 flickyflags = ((locvar1 >> 20) & 0xF); - if (LUA_CallAction("A_FlickyCenter", actor)) + if (LUA_CallAction(A_FLICKYCENTER, actor)) return; if (!actor->tracer) @@ -11794,7 +11794,7 @@ void A_FlickyAim(mobj_t *actor) INT32 locvar2 = var2; boolean flickyhitwall = false; - if (LUA_CallAction("A_FlickyAim", actor)) + if (LUA_CallAction(A_FLICKYAIM, actor)) return; if ((actor->momx == actor->momy && actor->momy == 0) @@ -11894,7 +11894,7 @@ void A_FlickyFly(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FlickyFly", actor)) + if (LUA_CallAction(A_FLICKYFLY, actor)) return; P_InternalFlickyFly(actor, locvar1, locvar2, @@ -11914,7 +11914,7 @@ void A_FlickySoar(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FlickySoar", actor)) + if (LUA_CallAction(A_FLICKYSOAR, actor)) return; P_InternalFlickyFly(actor, locvar1, locvar2, @@ -11938,7 +11938,7 @@ void A_FlickyCoast(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FlickyCoast", actor)) + if (LUA_CallAction(A_FLICKYCOAST, actor)) return; if (actor->eflags & MFE_UNDERWATER) @@ -11985,7 +11985,7 @@ void A_FlickyHop(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FlickyHop", actor)) + if (LUA_CallAction(A_FLICKYHOP, actor)) return; P_InternalFlickyHop(actor, locvar1, locvar2, actor->angle); @@ -12004,7 +12004,7 @@ void A_FlickyFlounder(mobj_t *actor) INT32 locvar2 = var2; angle_t hopangle; - if (LUA_CallAction("A_FlickyFlounder", actor)) + if (LUA_CallAction(A_FLICKYFLOUNDER, actor)) return; locvar1 *= (P_RandomKey(2) + 1); @@ -12026,7 +12026,7 @@ void A_FlickyCheck(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FlickyCheck", actor)) + if (LUA_CallAction(A_FLICKYCHECK, actor)) return; if (actor->target @@ -12063,7 +12063,7 @@ void A_FlickyHeightCheck(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FlickyHeightCheck", actor)) + if (LUA_CallAction(A_FLICKYHEIGHTCHECK, actor)) return; if (actor->target @@ -12098,7 +12098,7 @@ void A_FlickyFlutter(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FlickyFlutter", actor)) + if (LUA_CallAction(A_FLICKYFLUTTER, actor)) return; var1 = locvar1; @@ -12129,7 +12129,7 @@ void A_FlameParticle(mobj_t *actor) fixed_t rad, hei; mobj_t *particle; - if (LUA_CallAction("A_FlameParticle", actor)) + if (LUA_CallAction(A_FLAMEPARTICLE, actor)) return; if (!type) @@ -12157,7 +12157,7 @@ void A_FadeOverlay(mobj_t *actor) mobj_t *fade; INT32 locvar1 = var1; - if (LUA_CallAction("A_FadeOverlay", actor)) + if (LUA_CallAction(A_FADEOVERLAY, actor)) return; fade = P_SpawnGhostMobj(actor); @@ -12198,7 +12198,7 @@ void A_Boss5Jump(mobj_t *actor) // INT32 locvar1 = var1; // INT32 locvar2 = var2; - if (LUA_CallAction("A_Boss5Jump", actor)) + if (LUA_CallAction(A_BOSS5JUMP, actor)) return; if (!actor->tracer) @@ -12275,7 +12275,7 @@ void A_LightBeamReset(mobj_t *actor) // INT32 locvar1 = var1; // INT32 locvar2 = var2; - if (LUA_CallAction("A_LightBeamReset", actor)) + if (LUA_CallAction(A_LIGHTBEAMRESET, actor)) return; actor->destscale = FRACUNIT + P_SignedRandom()*FRACUNIT/256; @@ -12305,7 +12305,7 @@ void A_MineExplode(mobj_t *actor) // INT32 locvar1 = var1; // INT32 locvar2 = var2; - if (LUA_CallAction("A_MineExplode", actor)) + if (LUA_CallAction(A_MINEEXPLODE, actor)) return; A_Scream(actor); @@ -12358,7 +12358,7 @@ void A_MineRange(mobj_t *actor) INT32 locvar1 = var1; // INT32 locvar2 = var2; - if (LUA_CallAction("A_MineRange", actor)) + if (LUA_CallAction(A_MINERANGE, actor)) return; if (!actor->target) @@ -12384,7 +12384,7 @@ void A_ConnectToGround(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_ConnectToGround", actor)) + if (LUA_CallAction(A_CONNECTTOGROUND, actor)) return; if (actor->subsector->sector->ffloors) @@ -12443,7 +12443,7 @@ void A_SpawnParticleRelative(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SpawnParticleRelative", actor)) + if (LUA_CallAction(A_SPAWNPARTICLERELATIVE, actor)) return; @@ -12481,7 +12481,7 @@ void A_MultiShotDist(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_MultiShotDist", actor)) + if (LUA_CallAction(A_MULTISHOTDIST, actor)) return; { @@ -12520,7 +12520,7 @@ void A_WhoCaresIfYourSonIsABee(mobj_t *actor) fixed_t foffsety; mobj_t *son; - if (LUA_CallAction("A_WhoCaresIfYourSonIsABee", actor)) + if (LUA_CallAction(A_WHOCARESIFYOURSONISABEE, actor)) return; A_FaceTarget(actor); @@ -12554,7 +12554,7 @@ void A_ParentTriesToSleep(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_ParentTriesToSleep", actor)) + if (LUA_CallAction(A_PARENTTRIESTOSLEEP, actor)) return; if (actor->extravalue1) @@ -12582,7 +12582,7 @@ void A_ParentTriesToSleep(mobj_t *actor) // void A_CryingToMomma(mobj_t *actor) { - if (LUA_CallAction("A_CryingToMomma", actor)) + if (LUA_CallAction(A_CRYINGTOMOMMA, actor)) return; if (actor->tracer) @@ -12612,7 +12612,7 @@ void A_CheckFlags2(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CheckFlags2", actor)) + if (LUA_CallAction(A_CHECKFLAGS2, actor)) return; if (actor->flags2 & locvar1) @@ -12633,7 +12633,7 @@ void A_Boss5FindWaypoint(mobj_t *actor) UINT32 i; UINT8 extrainfo = (actor->spawnpoint ? actor->spawnpoint->extrainfo : 0); - if (LUA_CallAction("A_Boss5FindWaypoint", actor)) + if (LUA_CallAction(A_BOSS5FINDWAYPOINT, actor)) return; avoidcenter = !actor->tracer || (actor->health == actor->info->damage+1); @@ -12850,7 +12850,7 @@ void A_DoNPCSkid(mobj_t *actor) INT32 locvar2 = var2; fixed_t x, y, z; - if (LUA_CallAction("A_DoNPCSkid", actor)) + if (LUA_CallAction(A_DONPCSKID, actor)) return; x = actor->x; @@ -12906,7 +12906,7 @@ void A_DoNPCPain(mobj_t *actor) fixed_t vspeed = 0; fixed_t hspeed = FixedMul(4*FRACUNIT, actor->scale); - if (LUA_CallAction("A_DoNPCPain", actor)) + if (LUA_CallAction(A_DONPCPAIN, actor)) return; actor->flags &= ~(MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT); @@ -12954,7 +12954,7 @@ void A_PrepareRepeat(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_PrepareRepeat", actor)) + if (LUA_CallAction(A_PREPAREREPEAT, actor)) return; actor->extravalue2 = locvar1; @@ -12975,7 +12975,7 @@ void A_Boss5ExtraRepeat(mobj_t *actor) INT32 locspawn; INT32 lochealth; - if (LUA_CallAction("A_Boss5ExtraRepeat", actor)) + if (LUA_CallAction(A_BOSS5EXTRAREPEAT, actor)) return; if (actor->extravalue2 > 0 && !(actor->flags2 & MF2_FRET)) @@ -13007,7 +13007,7 @@ void A_Boss5ExtraRepeat(mobj_t *actor) // void A_Boss5Calm(mobj_t *actor) { - if (LUA_CallAction("A_Boss5Calm", actor)) + if (LUA_CallAction(A_BOSS5CALM, actor)) return; actor->flags |= MF_SHOOTABLE; @@ -13026,7 +13026,7 @@ void A_Boss5CheckOnGround(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Boss5CheckOnGround", actor)) + if (LUA_CallAction(A_BOSS5CHECKONGROUND, actor)) return; if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz) @@ -13057,7 +13057,7 @@ void A_Boss5CheckFalling(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Boss5CheckFalling", actor)) + if (LUA_CallAction(A_BOSS5CHECKFALLING, actor)) return; if (actor->health && actor->extravalue2 > 1) @@ -13086,7 +13086,7 @@ void A_Boss5PinchShot(mobj_t *actor) fixed_t zoffset; mobj_t *missile; - if (LUA_CallAction("A_Boss5PinchShot", actor)) + if (LUA_CallAction(A_BOSS5PINCHSHOT, actor)) return; if (actor->health > actor->info->damage) @@ -13121,7 +13121,7 @@ void A_Boss5MakeItRain(mobj_t *actor) INT32 offset = (48 + locvar2)<<16; // upper 16 bits, not fixed_t! INT32 i; - if (LUA_CallAction("A_Boss5MakeItRain", actor)) + if (LUA_CallAction(A_BOSS5MAKEITRAIN, actor)) return; actor->flags2 |= MF2_STRONGBOX; @@ -13157,7 +13157,7 @@ void A_Boss5MakeJunk(mobj_t *actor) angle_t ang; INT32 i = ((locvar2 & 1) ? 8 : 1); - if (LUA_CallAction("A_Boss5MakeJunk", actor)) + if (LUA_CallAction(A_BOSS5MAKEJUNK, actor)) return; if (locvar1 < 0 && (actor->flags2 & MF2_SLIDEPUSH)) // this entire action is a hack, don't judge me @@ -13247,7 +13247,7 @@ void A_LookForBetter(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_LookForBetter", actor)) + if (LUA_CallAction(A_LOOKFORBETTER, actor)) return; P_LookForPlayers(actor, (locvar1 & 65535), false, FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale)); @@ -13307,7 +13307,7 @@ void A_Boss5BombExplode(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_Boss5BombExplode", actor)) + if (LUA_CallAction(A_BOSS5BOMBEXPLODE, actor)) return; // The original Lua script did not use |= to add flags but just set these flags exactly apparently? @@ -13417,7 +13417,7 @@ void A_DustDevilThink(mobj_t *actor) INT32 bx, by, xl, xh, yl, yh; fixed_t radius = actor->radius; - if (LUA_CallAction("A_DustDevilThink", actor)) + if (LUA_CallAction(A_DUSTDEVILTHINK, actor)) return; //Chained thinker for the spiralling dust column. @@ -13559,7 +13559,7 @@ void A_TNTExplode(mobj_t *actor) INT32 xl, xh, yl, yh; static mappoint_t epicenter = {0,0,0}; - if (LUA_CallAction("A_TNTExplode", actor)) + if (LUA_CallAction(A_TNTEXPLODE, actor)) return; if (actor->tracer) @@ -13625,7 +13625,7 @@ void A_DebrisRandom(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_DebrisRandom", actor)) + if (LUA_CallAction(A_DEBRISRANDOM, actor)) return; actor->frame |= P_RandomRange(0, locvar1); @@ -13666,7 +13666,7 @@ void A_TrainCameo(mobj_t *actor) fixed_t span = locvar1*FRACUNIT; fixed_t len = locvar2*FRACUNIT; - if (LUA_CallAction("A_TrainCameo", actor)) + if (LUA_CallAction(A_TRAINCAMEO, actor)) return; //Spawn sides. @@ -13704,7 +13704,7 @@ void A_TrainCameo2(mobj_t *actor) fixed_t span = locvar1*FRACUNIT; fixed_t len = locvar2*FRACUNIT; - if (LUA_CallAction("A_TrainCameo2", actor)) + if (LUA_CallAction(A_TRAINCAMEO2, actor)) return; //Spawn sides. @@ -13730,7 +13730,7 @@ void A_CanarivoreGas(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_CanarivoreGas", actor)) + if (LUA_CallAction(A_CANARIVOREGAS, actor)) return; P_DustRing(locvar1, 4, actor->x, actor->y, actor->z + actor->height / 5, 18, 0, FRACUNIT/10, actor->scale); @@ -13751,7 +13751,7 @@ void A_KillSegments(mobj_t *actor) mobj_t *seg = actor->tracer; INT32 fuse = locvar1 ? locvar1 : TICRATE/2; - if (LUA_CallAction("A_KillSegments", actor)) + if (LUA_CallAction(A_KILLSEGMENTS, actor)) return; while (seg) @@ -13834,7 +13834,7 @@ void A_SnapperSpawn(mobj_t *actor) INT32 i; mobj_t *seg; - if (LUA_CallAction("A_SnapperSpawn", actor)) + if (LUA_CallAction(A_SNAPPERSPAWN, actor)) return; // It spawns 1 head. @@ -13884,7 +13884,7 @@ void A_SnapperThinker(mobj_t *actor) fixed_t dist; boolean chasing; - if (LUA_CallAction("A_SnapperThinker", actor)) + if (LUA_CallAction(A_SNAPPERTHINKER, actor)) return; // We make a check just in case there's no spawnpoint. @@ -14005,7 +14005,7 @@ void A_SaloonDoorSpawn(mobj_t *actor) mobj_t *door; mobjflag2_t ambush = (actor->flags2 & MF2_AMBUSH); - if (LUA_CallAction("A_SaloonDoorSpawn", actor)) + if (LUA_CallAction(A_SALOONDOORSPAWN, actor)) return; if (!locvar1) @@ -14042,7 +14042,7 @@ void A_MinecartSparkThink(mobj_t *actor) fixed_t dz, dm; UINT8 i; - if (LUA_CallAction("A_MinecartSparkThink", actor)) + if (LUA_CallAction(A_MINECARTSPARKTHINK, actor)) return; if (actor->momz == 0 && P_IsObjectOnGround(actor)) @@ -14076,7 +14076,7 @@ void A_ModuloToState(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_ModuloToState", actor)) + if (LUA_CallAction(A_MODULOTOSTATE, actor)) return; if ((modulothing % locvar1 == 0)) @@ -14095,7 +14095,7 @@ void A_LavafallRocks(mobj_t *actor) { UINT8 i; - if (LUA_CallAction("A_LavafallRocks", actor)) + if (LUA_CallAction(A_LAVAFALLROCKS, actor)) return; // Don't spawn rocks unless a player is relatively close by. @@ -14126,7 +14126,7 @@ void A_LavafallLava(mobj_t *actor) mobj_t *lavafall; UINT8 i; - if (LUA_CallAction("A_LavafallLava", actor)) + if (LUA_CallAction(A_LAVAFALLLAVA, actor)) return; if ((40 - actor->fuse) % (2*(actor->scale >> FRACBITS))) @@ -14154,7 +14154,7 @@ void A_LavafallLava(mobj_t *actor) // void A_FallingLavaCheck(mobj_t *actor) { - if (LUA_CallAction("A_FallingLavaCheck", actor)) + if (LUA_CallAction(A_FALLINGLAVACHECK, actor)) return; if (actor->eflags & MFE_TOUCHWATER || P_IsObjectOnGround(actor)) @@ -14179,7 +14179,7 @@ void A_FireShrink(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FireShrink", actor)) + if (LUA_CallAction(A_FIRESHRINK, actor)) return; actor->destscale = locvar1; @@ -14203,7 +14203,7 @@ void A_SpawnPterabytes(mobj_t *actor) UINT8 amount = 1; UINT8 i; - if (LUA_CallAction("A_SpawnPterabytes", actor)) + if (LUA_CallAction(A_SPAWNPTERABYTES, actor)) return; if (actor->spawnpoint) @@ -14238,7 +14238,7 @@ void A_PterabyteHover(mobj_t *actor) { angle_t ang, fa; - if (LUA_CallAction("A_PterabyteHover", actor)) + if (LUA_CallAction(A_PTERABYTEHOVER, actor)) return; P_InstaThrust(actor, actor->angle, actor->info->speed); @@ -14260,7 +14260,7 @@ void A_RolloutSpawn(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_RolloutSpawn", actor)) + if (LUA_CallAction(A_ROLLOUTSPAWN, actor)) return; if (!(actor->target) @@ -14296,7 +14296,7 @@ void A_RolloutRock(mobj_t *actor) fixed_t speed = P_AproxDistance(actor->momx, actor->momy), topspeed = FixedMul(actor->info->speed, actor->scale); boolean inwater = actor->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER); - if (LUA_CallAction("A_RolloutRock", actor)) + if (LUA_CallAction(A_ROLLOUTROCK, actor)) return; actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves @@ -14379,7 +14379,7 @@ void A_DragonbomberSpawn(mobj_t *actor) UINT8 i; mobj_t *mo = actor; - if (LUA_CallAction("A_DragonbomberSpawn", actor)) + if (LUA_CallAction(A_DRAGONBOMBERSPAWN, actor)) return; for (i = 0; i < var1; i++) // spawn tail segments @@ -14415,7 +14415,7 @@ void A_DragonWing(mobj_t *actor) mobj_t *target = actor->target; fixed_t x, y; - if (LUA_CallAction("A_DragonWing", actor)) + if (LUA_CallAction(A_DRAGONWING, actor)) return; if (target == NULL || !target->health) @@ -14448,7 +14448,7 @@ void A_DragonSegment(mobj_t *actor) fixed_t ydist; fixed_t zdist; - if (LUA_CallAction("A_DragonSegment", actor)) + if (LUA_CallAction(A_DRAGONSEGMENT, actor)) return; if (target == NULL || !target->health) @@ -14486,7 +14486,7 @@ void A_ChangeHeight(mobj_t *actor) fixed_t height = locvar1; boolean reverse; - if (LUA_CallAction("A_ChangeHeight", actor)) + if (LUA_CallAction(A_CHANGEHEIGHT, actor)) return; reverse = (actor->eflags & MFE_VERTICALFLIP) || (actor->flags2 & MF2_OBJECTFLIP); From b03d2b16edbe3d351c0f93e7d299fff70a9fe699 Mon Sep 17 00:00:00 2001 From: Louis-Antoine Date: Sun, 15 Nov 2020 01:23:50 +0100 Subject: [PATCH 7/7] Delete unneeded check --- src/lua_infolib.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/lua_infolib.c b/src/lua_infolib.c index e17994974..cf23eff62 100644 --- a/src/lua_infolib.c +++ b/src/lua_infolib.c @@ -377,7 +377,7 @@ static int lib_setSpriteInfo(lua_State *L) if (hud_running) return luaL_error(L, "Do not alter spriteinfo_t in HUD rendering code!"); if (hook_cmd_running) - return luaL_error(L, "Do not alter spriteinfo_t in CMD building code!"); + return luaL_error(L, "Do not alter spriteinfo_t in CMD building code!"); lua_remove(L, 1); { @@ -822,7 +822,7 @@ boolean LUA_CallAction(enum actionnum actionnum, mobj_t *actor) { I_Assert(actor != NULL); - if (!(gL && actionsoverridden[actionnum])) // Lua isn't loaded, or the action is not overriden, + if (!actionsoverridden[actionnum]) // The action is not overriden, return false; // action not called. if (superstack && fasticmp(actionpointers[actionnum].name, superactions[superstack-1])) // the action is calling itself,