diff --git a/src/lua_baselib.c b/src/lua_baselib.c index d05420868..d74af4214 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -913,44 +913,52 @@ static int lib_pMaceRotate(lua_State *L) static int lib_pRailThinker(lua_State *L) { mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + mobj_t *ptmthing = tmthing; NOHUD INLEVEL if (!mobj) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_RailThinker(mobj)); + P_SetTarget(&tmthing, ptmthing); return 1; } static int lib_pXYMovement(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + mobj_t *ptmthing = tmthing; NOHUD INLEVEL if (!actor) return LUA_ErrInvalid(L, "mobj_t"); P_XYMovement(actor); + P_SetTarget(&tmthing, ptmthing); return 0; } static int lib_pRingXYMovement(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + mobj_t *ptmthing = tmthing; NOHUD INLEVEL if (!actor) return LUA_ErrInvalid(L, "mobj_t"); P_RingXYMovement(actor); + P_SetTarget(&tmthing, ptmthing); return 0; } static int lib_pSceneryXYMovement(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + mobj_t *ptmthing = tmthing; NOHUD INLEVEL if (!actor) return LUA_ErrInvalid(L, "mobj_t"); P_SceneryXYMovement(actor); + P_SetTarget(&tmthing, ptmthing); return 0; } @@ -962,6 +970,7 @@ static int lib_pZMovement(lua_State *L) if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_ZMovement(actor)); + P_CheckPosition(actor, actor->x, actor->y); return 1; } @@ -973,6 +982,7 @@ static int lib_pRingZMovement(lua_State *L) if (!actor) return LUA_ErrInvalid(L, "mobj_t"); P_RingZMovement(actor); + P_CheckPosition(actor, actor->x, actor->y); return 0; } @@ -984,6 +994,7 @@ static int lib_pSceneryZMovement(lua_State *L) if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_SceneryZMovement(actor)); + P_CheckPosition(actor, actor->x, actor->y); return 1; } @@ -995,6 +1006,7 @@ static int lib_pPlayerZMovement(lua_State *L) if (!actor) return LUA_ErrInvalid(L, "mobj_t"); P_PlayerZMovement(actor); + P_CheckPosition(actor, actor->x, actor->y); return 0; }