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Merge public master
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commit
6d6acbae28
3 changed files with 30 additions and 33 deletions
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@ -99,44 +99,29 @@ static int lib_lenPlayer(lua_State *L)
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static int lib_iterateDisplayplayers(lua_State *L)
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{
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INT32 i = -1;
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INT32 temp = -1;
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INT32 iter = 0;
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INT32 i = lua_tonumber(L, lua_upvalueindex(1));
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if (lua_gettop(L) < 2)
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{
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//return luaL_error(L, "Don't call displayplayers.iterate() directly, use it as 'for player in displayplayers.iterate do <block> end'.");
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lua_pushcfunction(L, lib_iterateDisplayplayers);
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{
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lua_pushcclosure(L, lib_iterateDisplayplayers, 1);
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return 1;
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}
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lua_settop(L, 2);
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lua_remove(L, 1); // state is unused.
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if (!lua_isnil(L, 1))
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if (i <= r_splitscreen)
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{
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temp = (INT32)(*((player_t **)luaL_checkudata(L, 1, META_PLAYER)) - players); // get the player # of the last iterated player.
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// @FIXME:
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// I didn't quite find a better way for this; Here, we go back to which player in displayplayers we last iterated to resume the for loop below for this new function call
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// I don't understand enough about how the Lua stacks work to get this to work in possibly a single line.
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// So anyone feel free to correct this!
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for (; iter < MAXSPLITSCREENPLAYERS; iter++)
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{
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if (displayplayers[iter] == temp)
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{
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i = iter;
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break;
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}
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}
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}
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for (i++; i < MAXSPLITSCREENPLAYERS; i++)
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{
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if (i > r_splitscreen || !playeringame[displayplayers[i]])
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return 0; // Stop! There are no more players for us to go through. There will never be a player gap in displayplayers.
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if (!playeringame[displayplayers[i]])
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return 0;
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// Return player and splitscreen index.
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LUA_PushUserdata(L, &players[displayplayers[i]], META_PLAYER);
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lua_pushinteger(L, i); // push this to recall what number we were on for the next function call. I suppose this also means you can retrieve the splitscreen player number with 'for p, n in displayplayers.iterate'!
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lua_pushnumber(L, i);
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// Update splitscreen index value for next iteration.
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lua_pushnumber(L, i + 1);
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lua_pushvalue(L, -1);
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lua_replace(L, lua_upvalueindex(1));
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lua_pop(L, 1);
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return 2;
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}
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return 0;
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@ -162,7 +147,7 @@ static int lib_getDisplayplayers(lua_State *L)
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field = luaL_checkstring(L, 2);
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if (fastcmp(field,"iterate"))
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{
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lua_pushcfunction(L, lib_iterateDisplayplayers);
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lua_pushcclosure(L, lib_iterateDisplayplayers, 1);
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return 1;
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}
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return 0;
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@ -137,6 +137,10 @@ void M_EndModeAttackRun(void)
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// Return to the menu.
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D_ClearState();
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M_StartControlPanel();
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// This removes any lingering optionsmenu.profile pointers,
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// so that when returning to char select, it will show the normal
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// stat grid instead of the profile one (this is also most likely a bad way to fix this)
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M_ResetOptions();
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}
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// Replay Playback Menu
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@ -2398,6 +2398,14 @@ boolean P_ZMovement(mobj_t *mo)
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return false;
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}
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break;
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case MT_MONITOR:
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// Prevent battle monitors getting stuck in pits
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if (P_CheckDeathPitCollide(mo))
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{
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P_RemoveMobj(mo);
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return false;
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}
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break;
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default:
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// SRB2kart stuff that should die in pits
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// Shouldn't stop moving along the Z if there's no speed though!
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