Expose P_PathTraverse to Lua
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1 unresolved thread
Exposes P_PathTraverse
to Lua, allowing modders to search objects and linedefs touching a line within specified coordinates. Also exposes PT_ADDLINES
, PT_ADDTHINGS
, and PT_EARLYOUT
to pass in as flags for P_PathTraverse
.
This MR also fixes some blockmap bugs:
- Fixes #1025 (closed) by adding a new argument to P_BlockThingsIterator that takes an
mobj_t
and checks for it, instead of just checking fortmthing
. - Fixes a few bugs with P_PathTraverse itself:
- Ports over a couple of fixes regarding path traversal from ZDoom (traversing through blockmap corners, etc.).
- Fixes incorrect calculation(s) of
partial
(nowpartialx
andpartialy
),xstep
,ystep
,xintercept
, andyintercept
. - Path traversals can now go beyond a map's blockmap limit, granted they stay within the hardcoded limit of 65536x65536.
Example Lua: P_PathTraverseTesting.lua
Special thanks to the following users for helping me out with this MR:
- Golden (This MR was based off of the
p-path-traverse-lua-exposure
branch, which Golden worked on) - Monster Iestyn (For helping me figure out how to pass in a Lua function as a parameter)
- AlamTaz (For helping me figure out why my branch was failing to build)
- Anyone else who helped out (I hope I didn't forget anyone...)
Merge request reports
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added Bug Enhancement Feature Lua labels
Holy crap! I can't wait to see what kinds of interesting things will come out of this...
Edited by Globox
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mentioned in merge request !2561 (merged)
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