- Dec 06, 2019
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SteelT authored
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- Nov 30, 2019
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sphere authored
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- Oct 15, 2019
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SteelT authored
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- Oct 14, 2019
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SteelT authored
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- Jun 19, 2019
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toaster authored
* 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."
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toaster authored
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.
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- Dec 24, 2018
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Nev3r authored
They basically work now. Signed-off-by:
Nev3r <apophycens@gmail.com>
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- Dec 22, 2018
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Latapostrophe authored
Remove mute boolean from playermsg hook, fix username stuff still being there, potential memory leaks, and added back the ip message.
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- Dec 17, 2018
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Latapostrophe authored
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- Nov 30, 2018
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Lactozilla authored
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- Nov 25, 2018
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Marco Z authored
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- Nov 11, 2018
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Marco Z authored
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- Nov 10, 2018
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Monster Iestyn authored
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- Sep 18, 2018
- Sep 17, 2018
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Marco Z authored
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- Aug 28, 2018
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Marco Z authored
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- Aug 20, 2018
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Marco Z authored
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- Aug 15, 2018
- Dec 17, 2017
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Monster Iestyn authored
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- Oct 02, 2017
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toaster authored
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!
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- Apr 25, 2017
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Monster Iestyn authored
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- Apr 15, 2017
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Monster Iestyn authored
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- Jan 21, 2017
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Monster Iestyn authored
Also slightly edited P_XYMovement to properly check the mobj still exists before checking its eflags for MFE_SPRUNG, while I was at it
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- Dec 15, 2016
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LJ Sonic authored
Generic mobj hooks are now run before mobjtype-specific mobj hooks, and player/linedef executor hooks now have their own lists
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- Dec 03, 2016
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Prisima the Fox authored
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- Nov 25, 2016
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Prisima the Fox authored
Keeping the lua_gettop(gL) thing, otherwise the player/reason values will be pushed once to the stack each for every hook. Thanks MonsterIestyn!
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- Nov 08, 2016
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Prisima the Fox authored
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- Nov 04, 2016
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LJ Sonic authored
MobjThinker, MobjCollide and MobjMoveCollide hooks are now directly linked to the mobjtype they belong to, so you no longer iterate through all existing hooks.
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- Oct 24, 2016
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toaster authored
Adding ShieldSpecial hook. (Activates under different circumstances to the JumpSpinSpecial hook, and can be used to cancel existing shield actions.)
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- Oct 21, 2016
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Prisima the Fox authored
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Prisima the Fox authored
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- Oct 20, 2016
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toaster authored
Restructured things so nojumpdamage characters can use the elemental, bubblewrap and attract shields.
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- Jul 20, 2016
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Monster Iestyn authored
Add "damagetype" argument to functions for Lua hooks ShouldDamage, MobjDamage, MobjDeath and HurtMsg
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- May 18, 2016
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Inuyasha authored
(no actual SLOC changes)
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- Mar 03, 2016
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Yukita Mayako authored
Argh, I knew I was forgetting something! archFunc is the argument to be passed to the hooks, not tables!
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Yukita Mayako authored
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