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Commits on Source (7)
...@@ -339,7 +339,10 @@ static int camera_get(lua_State *L) ...@@ -339,7 +339,10 @@ static int camera_get(lua_State *L)
lua_pushboolean(L, cam->chase); lua_pushboolean(L, cam->chase);
break; break;
case camera_aiming: case camera_aiming:
lua_pushinteger(L, cam->aiming); if (!cam->chase) // Swap angle vars depending on chasecam.
lua_pushinteger(L, (cam == &camera2) ? P_GetLocalAiming(&players[secondarydisplayplayer]) : P_GetLocalAiming(&players[displayplayer]));
else
lua_pushinteger(L, cam->aiming);
break; break;
case camera_x: case camera_x:
lua_pushinteger(L, cam->x); lua_pushinteger(L, cam->x);
...@@ -354,7 +357,10 @@ static int camera_get(lua_State *L) ...@@ -354,7 +357,10 @@ static int camera_get(lua_State *L)
lua_pushboolean(L, cam->reset); lua_pushboolean(L, cam->reset);
break; break;
case camera_angle: case camera_angle:
lua_pushinteger(L, cam->angle); if (!cam->chase) // Swap angle vars depending on chasecam.
lua_pushinteger(L, (cam == &camera2) ? P_GetLocalAngle(&players[secondarydisplayplayer]) : P_GetLocalAngle(&players[displayplayer]));
else
lua_pushinteger(L, cam->angle);
break; break;
case camera_subsector: case camera_subsector:
LUA_PushUserdata(L, cam->subsector, META_SUBSECTOR); LUA_PushUserdata(L, cam->subsector, META_SUBSECTOR);
......
...@@ -139,6 +139,7 @@ void P_SetPlayerAngle(player_t *player, angle_t angle); ...@@ -139,6 +139,7 @@ void P_SetPlayerAngle(player_t *player, angle_t angle);
angle_t P_GetLocalAngle(player_t *player); angle_t P_GetLocalAngle(player_t *player);
void P_SetLocalAngle(player_t *player, angle_t angle); void P_SetLocalAngle(player_t *player, angle_t angle);
void P_ForceLocalAngle(player_t *player, angle_t angle); void P_ForceLocalAngle(player_t *player, angle_t angle);
angle_t P_GetLocalAiming(player_t *player);
boolean P_PlayerFullbright(player_t *player); boolean P_PlayerFullbright(player_t *player);
boolean P_PlayerCanEnterSpinGaps(player_t *player); boolean P_PlayerCanEnterSpinGaps(player_t *player);
boolean P_PlayerShouldUseSpinHeight(player_t *player); boolean P_PlayerShouldUseSpinHeight(player_t *player);
......
...@@ -13217,6 +13217,17 @@ void P_ForceLocalAngle(player_t *player, angle_t angle) ...@@ -13217,6 +13217,17 @@ void P_ForceLocalAngle(player_t *player, angle_t angle)
localangle2 = angle; localangle2 = angle;
} }
// USED BY LUA ONLY!!
angle_t P_GetLocalAiming(player_t *player)
{
if (player == &players[consoleplayer])
return localaiming;
else if (player == &players[secondarydisplayplayer])
return localaiming2;
else
return 0;
}
boolean P_PlayerFullbright(player_t *player) boolean P_PlayerFullbright(player_t *player)
{ {
return (player->powers[pw_super] return (player->powers[pw_super]
......