Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead of using a full UINT32. Lua only has one number type, so signedness gets in the way of using angle_t directly. This handling of angles matches up with how ZDoom ACS scripting and the like does it. I also changed all the integer casts and pushes of fixed_t to their own macro in preperation for possible future seperation.
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- src/blua/luaconf.h 9 additions, 8 deletionssrc/blua/luaconf.h
- src/dehacked.c 30 additions, 30 deletionssrc/dehacked.c
- src/lua_baselib.c 82 additions, 82 deletionssrc/lua_baselib.c
- src/lua_infolib.c 9 additions, 9 deletionssrc/lua_infolib.c
- src/lua_maplib.c 15 additions, 15 deletionssrc/lua_maplib.c
- src/lua_mathlib.c 16 additions, 16 deletionssrc/lua_mathlib.c
- src/lua_mobjlib.c 34 additions, 34 deletionssrc/lua_mobjlib.c
- src/lua_playerlib.c 41 additions, 41 deletionssrc/lua_playerlib.c
- src/lua_script.c 2 additions, 11 deletionssrc/lua_script.c
- src/lua_script.h 12 additions, 0 deletionssrc/lua_script.h
- src/lua_skinlib.c 6 additions, 6 deletionssrc/lua_skinlib.c
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