#define LUAh_MobjMoveCollide(thing1, thing2) LUAh_MobjCollideHook(thing1, thing2, hook_MobjMoveCollide) // Hook for PIT_CheckThing by (tmthing) mobj type
#define LUAh_MobjMoveCollide(thing1, thing2) LUAh_MobjCollideHook(thing1, thing2, hook_MobjMoveCollide) // Hook for PIT_CheckThing by (tmthing) mobj type
booleanLUAh_TouchSpecial(mobj_t*special,mobj_t*toucher);// Hook for P_TouchSpecialThing by mobj type
booleanLUAh_TouchSpecial(mobj_t*special,mobj_t*toucher);// Hook for P_TouchSpecialThing by mobj type
#define LUAh_MobjFuse(mo) LUAh_MobjHook(mo, hook_MobjFuse) // Hook for mobj->fuse == 0 by mobj type
#define LUAh_MobjFuse(mo) LUAh_MobjHook(mo, hook_MobjFuse) // Hook for mobj->fuse == 0 by mobj type
#define LUAh_MobjThinker(mo) LUAh_MobjHook(mo, hook_MobjThinker) // Hook for P_MobjThinker or P_SceneryThinker by mobj type
booleanLUAh_MobjThinker(mobj_t*mo);// Hook for P_MobjThinker or P_SceneryThinker by mobj type
#define LUAh_BossThinker(mo) LUAh_MobjHook(mo, hook_BossThinker) // Hook for P_GenericBossThinker by mobj type
#define LUAh_BossThinker(mo) LUAh_MobjHook(mo, hook_BossThinker) // Hook for P_GenericBossThinker by mobj type
UINT8LUAh_ShouldDamage(mobj_t*target,mobj_t*inflictor,mobj_t*source,INT32damage);// Hook for P_DamageMobj by mobj type (Should mobj take damage?)
UINT8LUAh_ShouldDamage(mobj_t*target,mobj_t*inflictor,mobj_t*source,INT32damage);// Hook for P_DamageMobj by mobj type (Should mobj take damage?)
booleanLUAh_MobjDamage(mobj_t*target,mobj_t*inflictor,mobj_t*source,INT32damage);// Hook for P_DamageMobj by mobj type (Mobj actually takes damage!)
booleanLUAh_MobjDamage(mobj_t*target,mobj_t*inflictor,mobj_t*source,INT32damage);// Hook for P_DamageMobj by mobj type (Mobj actually takes damage!)