Use playersprite_t

This commit is contained in:
Alam Ed Arias 2018-01-04 14:49:15 -05:00
parent 5cce6101cc
commit f9a0ef517d
2 changed files with 4 additions and 4 deletions

View file

@ -407,7 +407,7 @@ static int libd_getSpritePatch(lua_State *L)
static int libd_getSprite2Patch(lua_State *L)
{
INT32 i; // skin number
UINT32 j; // sprite2 prefix
playersprite_t j; // sprite2 prefix
UINT32 frame = 0; // 'A'
UINT8 angle = 0;
spritedef_t *sprdef;

View file

@ -102,7 +102,7 @@ static int lib_sprnamelen(lua_State *L)
// push sprite name
static int lib_getSpr2name(lua_State *L)
{
UINT32 i;
playersprite_t i;
lua_remove(L, 1); // don't care about spr2names[] dummy userdata.
@ -129,7 +129,7 @@ static int lib_getSpr2name(lua_State *L)
static int lib_getSpr2default(lua_State *L)
{
UINT32 i;
playersprite_t i;
lua_remove(L, 1); // don't care about spr2defaults[] dummy userdata.
@ -154,7 +154,7 @@ static int lib_getSpr2default(lua_State *L)
static int lib_setSpr2default(lua_State *L)
{
UINT32 i;
playersprite_t i;
UINT8 j = 0;
lua_remove(L, 1); // don't care about spr2defaults[] dummy userdata.