Commit graph

76 commits

Author SHA1 Message Date
Zachary McAlpin 11d21dd950 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into playerthink-hook 2020-01-08 18:52:56 -06:00
James R 0bbc11c2a9 Merge branch 'lua-neatstuff' into 'next'
Extra functionality for lua

See merge request STJr/SRB2!601
2020-01-05 20:54:17 -05:00
Zachary McAlpin dc51ba6b64 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into playerthink-hook 2020-01-01 17:11:19 -06:00
Jaime Passos 35ff383a4a Rename `seenplayer to seenfriend` 2020-01-01 15:17:29 -03:00
Nami ef4840555e Add MobjLineCollide hook 2019-12-31 15:17:02 -08:00
Jaime Passos 1c048275da **NEW!** hook_SeenPlayer 2019-12-31 14:37:45 -03:00
Nami a36920808b Revert changes to searchBlockmap because on reflection, the benefits didn't outweigh breaking every current usage of it
Readd ThinkFrame in its original position
PostThinkFrame now runs at the end of P_Ticker, only MapEnd runs after it
2019-12-30 19:04:27 -08:00
Nami 58dd578b09 Let's try this again! 2019-12-29 20:36:24 -08:00
Zachary McAlpin 9fe20aa1a3 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into playerthink-hook 2019-12-26 17:29:54 -06:00
Zachary McAlpin e08b3b691f Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into playerthink-hook 2019-12-26 16:59:47 -06:00
Alam Ed Arias 61a0197339 Merge branch 'next' into gametype-clownery 2019-12-26 14:48:04 -05:00
Monster Iestyn 5241030012 Fix ShouldDamage, MobjDamage and MobjDeath hooks all messing up the pushing of variables to Lua as function args, by adding damagetype support where it was missing!
The above issue occured only if you had both a generic hook and a type specific hook for a particular hook type. This way, the stack is never updated to include damagetype at the start, and all pushes of the variables get offsetted by 1 compared to what they should be, once the code *expects* damagetype to be included in it.
2019-12-25 21:48:59 +00:00
Jaime Passos a657392d39 ViewpointSwitch improvements. 2019-12-23 20:22:57 -03:00
Zachary McAlpin 124a0754a6 Revert "Added CalculateCamera Hook"
This reverts commit 9f82cdb401.
2019-12-19 17:21:55 -06:00
Zachary McAlpin 9f82cdb401 Added CalculateCamera Hook 2019-12-19 16:41:25 -06:00
Jaime Passos 00440224d2 De-fuck team change 2019-12-19 00:31:13 -03:00
Jaime Passos 5da55e8b76 Shadowed variable declarations whoopsie!!! uwu 2019-12-18 23:53:26 -03:00
Jaime Passos 6f857df5e5 ViewpointSwitch hack so nobody does anything evil
Prints the generic "can't do this in a HUD hook" message. Whatever. I'm tired.
2019-12-18 23:47:17 -03:00
Jaime Passos be5fd1a0db TeamSwitch hook for Lua 2019-12-18 23:40:58 -03:00
Jaime Passos 0421c81e04 ViewpointSwitch hook for Lua 2019-12-18 20:43:54 -03:00
Zachary McAlpin 87b816e408 Added PlayerThink hook 2019-12-14 15:28:24 -06:00
Steel Titanium d415cd5c6d
Update copyright date on source files 2019-12-06 13:49:42 -05:00
Steel Titanium 597949f370
Change this for consistency. 2019-10-14 21:47:20 -04:00
Steel Titanium 0f79396757
New intermission thinker hook 2019-10-13 20:50:46 -04:00
toaster 3eb9b85fd4 "PlayerCanDamage" hook!
* Takes function(player, mo) input.
* Return TRUE for stating that yes, the player is in a state that can cause contact damage, do with that what you will.
* Return FALSE for stating that no, the player is weak and vulnerable and cannot cause contact damage, do with that what you will.
* Return NIL for allowing the function to continue regular operation.

Fills a different ideological niche than ShouldDamage - that's for determining whether damage dished between two objects should happen, this is for determining which way around damage should be dished when considering a player-object interaction.

Or, in other words, think of it as "ShouldDamage is whether damage that has been requested should be granted, for object-object interaction, while PlayerCanDamage is for whether global player properties should cause damage to enemies and monitors in the first place, like spinning, hammering or stomping."
2019-06-19 12:55:05 +01:00
toaster 28dfeb344b Instead of only performing a hook if the Lua Hook loop determines its type to be the one we want, actively continue through the loop if it's NOT. This optimisation was performed while preparing the following commit; I have generously split them out for less shitty commit-by-commit review. 2019-06-19 12:28:57 +01:00
mazmazz 075f28b7c8 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
Nev3r caaacf3f76 Fixed the shield spawn/special hook cases on the hook add switch.
They basically work now.

Signed-off-by: Nev3r <apophycens@gmail.com>
2018-12-24 17:31:00 +01:00
Latapostrophe c7060aa5ad Remove mute boolean from playermsg hook, fix username stuff still being there, potential memory leaks, and added back the ip message. 2018-12-22 16:44:58 +01:00
Latapostrophe 45aba493c7 2.1.21 and all of the kart additions. Woo. 2018-12-17 20:43:59 +01:00
Jimita 6d7689c1a7
Merge branch 'next' into lua_mapchange 2018-11-30 15:10:59 -02:00
MPC 54cae84849 Change MapChange so Lua returns the map number you change 2018-11-30 14:01:40 -03:00
Monster Iestyn 1b2aea81dc Merge branch 'master' into next 2018-11-25 20:39:17 +00:00
mazmazz ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Monster Iestyn 896de73c60 ....ow this slipup hurt me badly 2018-11-10 16:00:33 +00:00
Monster Iestyn 268bde3fdf Merge branch 'public_next'
# Conflicts:
#	src/d_netcmd.c
#	src/d_netcmd.h
#	src/dehacked.c
#	src/g_game.h
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/lua_baselib.c
#	src/lua_hook.h
#	src/lua_hooklib.c
#	src/lua_hudlib.c
#	src/lua_libs.h
#	src/lua_maplib.c
#	src/lua_script.c
#	src/m_misc.h
#	src/p_mobj.c
#	src/s_sound.c
#	src/sdl12/mixer_sound.c
#	src/w_wad.c
2018-11-10 15:41:57 +00:00
Monster Iestyn d8f3a20e65 Merge branch 'Playerquit_hook' into 'next'
"PlayerQuit" Lua Hook

See merge request STJr/SRB2!127
2018-11-08 15:53:35 -05:00
Monster Iestyn 61176ee736 Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
#	src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj
#	src/win32/win_vid.c
2018-01-02 17:32:24 +00:00
Monster Iestyn c7cd64583d Added a bunch of I_Asserts to lua_hooklib.c relating to mobj types just in case 2017-12-17 20:59:24 +00:00
toasterbabe 844416855f Smiles follow-mobj initial support! Still using a Lua hook to follow closely behind, but now it doesn't need to be a generic thinkframe. Woo! 2017-10-02 14:08:58 +01:00
Monster Iestyn 0dd15ed8a4 Merge branch 'master' into lua-lump-load-only 2017-07-09 15:06:15 +01:00
Monster Iestyn 1462c638cb Added the "lua_lumploading" variable for restricting certain Lua functions to lump load time only 2017-04-25 21:45:53 +01:00
Monster Iestyn a6f830ddff Add the "MapThingSpawn" hook to Lua 2017-04-15 21:41:22 +01:00
Monster Iestyn e3ded1671c Added MobjMoveBlocked Lua hook
Also slightly edited P_XYMovement to properly check the mobj still exists before checking its eflags for MFE_SPRUNG, while I was at it
2017-01-21 23:49:18 +00:00
Inuyasha 37c8ef6369 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-12-22 17:46:39 -08:00
Louis-Antoine db20bfb3c3 Generic mobj hooks are now run before mobjtype-specific mobj hooks, and player/linedef executor hooks now have their own lists 2016-12-15 21:05:54 +01:00
Prisima the Fox dd13df2308 Whoops, didn't see the duplicate line. 2016-12-03 18:18:16 -05:00
Prisima the Fox d788cb7676 Keeping the lua_gettop(gL) thing, otherwise the player/reason values will be pushed once to the stack each for every hook. Thanks MonsterIestyn! 2016-11-25 15:20:41 -05:00
toasterbabe 85fb02aaf6 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/p_inter.c
#	src/p_user.c
#	src/st_stuff.c
2016-11-20 16:44:38 +00:00
Prisima the Fox b1ce5896aa Remove boolean remnants 2016-11-08 10:30:01 -05:00