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Merge lua_hook.h
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1 changed files with 0 additions and 12 deletions
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@ -52,7 +52,6 @@ enum hook {
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hook_FollowMobj,
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hook_FollowMobj,
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hook_PlayerCanDamage,
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hook_PlayerCanDamage,
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hook_PlayerQuit,
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hook_PlayerQuit,
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<<<<<<< HEAD
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hook_MusicChange,
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hook_MusicChange,
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hook_ShouldSpin, //SRB2KART
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hook_ShouldSpin, //SRB2KART
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hook_ShouldExplode, //SRB2KART
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hook_ShouldExplode, //SRB2KART
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@ -63,14 +62,11 @@ enum hook {
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hook_PlayerCmd, //SRB2KART
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hook_PlayerCmd, //SRB2KART
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hook_IntermissionThinker, //SRB2KART
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hook_IntermissionThinker, //SRB2KART
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hook_VoteThinker, //SRB2KART
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hook_VoteThinker, //SRB2KART
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=======
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hook_IntermissionThinker,
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hook_TeamSwitch,
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hook_TeamSwitch,
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hook_ViewpointSwitch,
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hook_ViewpointSwitch,
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hook_SeenPlayer,
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hook_SeenPlayer,
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hook_PlayerThink,
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hook_PlayerThink,
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hook_ShouldJingleContinue,
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hook_ShouldJingleContinue,
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>>>>>>> srb2/next
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hook_MAX // last hook
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hook_MAX // last hook
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};
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};
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@ -109,7 +105,6 @@ boolean LUAh_BotTiccmd(player_t *bot, ticcmd_t *cmd); // Hook for B_BuildTiccmd
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boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_BuildTailsTiccmd by skin name
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boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_BuildTailsTiccmd by skin name
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boolean LUAh_BotRespawn(mobj_t *sonic, mobj_t *tails); // Hook for B_CheckRespawn
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boolean LUAh_BotRespawn(mobj_t *sonic, mobj_t *tails); // Hook for B_CheckRespawn
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boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector); // Hook for linedef executors
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boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector); // Hook for linedef executors
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<<<<<<< HEAD
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boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg, int mute); // Hook for chat messages
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boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg, int mute); // Hook for chat messages
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boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source); // Hook for hurt messages
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boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source); // Hook for hurt messages
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#define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
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#define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
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@ -130,23 +125,16 @@ boolean LUAh_PlayerCmd(player_t *player, ticcmd_t *cmd); // Allows to write to p
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void LUAh_IntermissionThinker(void); // Hook for Y_Ticker
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void LUAh_IntermissionThinker(void); // Hook for Y_Ticker
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void LUAh_VoteThinker(void); // Hook for Y_VoteTicker
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void LUAh_VoteThinker(void); // Hook for Y_VoteTicker
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=======
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boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg); // Hook for chat messages
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boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); // Hook for hurt messages
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#define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
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#define LUAh_ShieldSpawn(player) LUAh_PlayerHook(player, hook_ShieldSpawn) // Hook for P_SpawnShieldOrb
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#define LUAh_ShieldSpawn(player) LUAh_PlayerHook(player, hook_ShieldSpawn) // Hook for P_SpawnShieldOrb
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#define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities
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#define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities
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#define LUAh_MobjMoveBlocked(mo) LUAh_MobjHook(mo, hook_MobjMoveBlocked) // Hook for P_XYMovement (when movement is blocked)
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#define LUAh_MobjMoveBlocked(mo) LUAh_MobjHook(mo, hook_MobjMoveBlocked) // Hook for P_XYMovement (when movement is blocked)
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boolean LUAh_MapThingSpawn(mobj_t *mo, mapthing_t *mthing); // Hook for P_SpawnMapThing by mobj type
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boolean LUAh_MapThingSpawn(mobj_t *mo, mapthing_t *mthing); // Hook for P_SpawnMapThing by mobj type
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boolean LUAh_FollowMobj(player_t *player, mobj_t *mobj); // Hook for P_PlayerAfterThink Smiles mobj-following
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boolean LUAh_FollowMobj(player_t *player, mobj_t *mobj); // Hook for P_PlayerAfterThink Smiles mobj-following
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UINT8 LUAh_PlayerCanDamage(player_t *player, mobj_t *mobj); // Hook for P_PlayerCanDamage
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UINT8 LUAh_PlayerCanDamage(player_t *player, mobj_t *mobj); // Hook for P_PlayerCanDamage
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void LUAh_PlayerQuit(player_t *plr, kickreason_t reason); // Hook for player quitting
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void LUAh_IntermissionThinker(void); // Hook for Y_Ticker
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boolean LUAh_TeamSwitch(player_t *player, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble); // Hook for team switching in... uh....
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boolean LUAh_TeamSwitch(player_t *player, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble); // Hook for team switching in... uh....
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UINT8 LUAh_ViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean forced); // Hook for spy mode
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UINT8 LUAh_ViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean forced); // Hook for spy mode
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#ifdef SEENAMES
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#ifdef SEENAMES
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boolean LUAh_SeenPlayer(player_t *player, player_t *seenfriend); // Hook for MT_NAMECHECK
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boolean LUAh_SeenPlayer(player_t *player, player_t *seenfriend); // Hook for MT_NAMECHECK
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>>>>>>> srb2/next
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#endif
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#endif
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#define LUAh_PlayerThink(player) LUAh_PlayerHook(player, hook_PlayerThink) // Hook for P_PlayerThink
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#define LUAh_PlayerThink(player) LUAh_PlayerHook(player, hook_PlayerThink) // Hook for P_PlayerThink
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boolean LUAh_ShouldJingleContinue(player_t *player, const char *musname); // Hook for whether a jingle of the given music should continue playing
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boolean LUAh_ShouldJingleContinue(player_t *player, const char *musname); // Hook for whether a jingle of the given music should continue playing
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