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Commit 40036680 authored by Sal's avatar Sal
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Make hook_FollowMobj a mobj hook instead of a player hook

Makes more logical sense, as if you have a custom follow item for a custom skin, you probably want your new thinker to only run for your new MT_ and not the vanilla ones.
parent 281d40d6
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2 merge requests!985Shaders next merge,!803Turn FollowMobj into a mobj hook
......@@ -142,6 +142,7 @@ static int lib_addHook(lua_State *L)
case hook_HurtMsg:
case hook_MobjMoveBlocked:
case hook_MapThingSpawn:
case hook_FollowMobj:
hook.s.mt = MT_NULL;
if (lua_isnumber(L, 2))
hook.s.mt = lua_tonumber(L, 2);
......@@ -203,6 +204,7 @@ static int lib_addHook(lua_State *L)
case hook_MobjRemoved:
case hook_MobjMoveBlocked:
case hook_MapThingSpawn:
case hook_FollowMobj:
lastp = &mobjhooks[hook.s.mt];
break;
case hook_JumpSpecial:
......@@ -210,7 +212,6 @@ static int lib_addHook(lua_State *L)
case hook_SpinSpecial:
case hook_JumpSpinSpecial:
case hook_PlayerSpawn:
case hook_FollowMobj:
case hook_PlayerCanDamage:
case hook_TeamSwitch:
case hook_ViewpointSwitch:
......@@ -1364,7 +1365,34 @@ boolean LUAh_FollowMobj(player_t *player, mobj_t *mobj)
lua_settop(gL, 0);
for (hookp = playerhooks; hookp; hookp = hookp->next)
// Look for all generic mobj follow item hooks
for (hookp = mobjhooks[MT_NULL]; hookp; hookp = hookp->next)
{
if (hookp->type != hook_FollowMobj)
continue;
if (lua_gettop(gL) == 0)
{
LUA_PushUserdata(gL, player, META_PLAYER);
LUA_PushUserdata(gL, mobj, META_MOBJ);
}
lua_pushfstring(gL, FMT_HOOKID, hookp->id);
lua_gettable(gL, LUA_REGISTRYINDEX);
lua_pushvalue(gL, -3);
lua_pushvalue(gL, -3);
if (lua_pcall(gL, 2, 1, 0)) {
if (!hookp->error || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1);
hookp->error = true;
continue;
}
if (lua_toboolean(gL, -1))
hooked = true;
lua_pop(gL, 1);
}
for (hookp = mobjhooks[mobj->type]; hookp; hookp = hookp->next)
{
if (hookp->type != hook_FollowMobj)
continue;
......
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