From 8cf6050d10ae94245a87f10ce7ea2299ef969336 Mon Sep 17 00:00:00 2001 From: Alug Date: Sat, 25 May 2024 01:35:44 +0200 Subject: [PATCH] Only call the Lua API for overridden actions --- src/dehacked.c | 33 ++-- src/dehacked.h | 1 + src/info.h | 225 +++++++++++++++++++++++++ src/lua_infolib.c | 22 +-- src/lua_script.c | 5 + src/p_enemy.c | 406 +++++++++++++++++++++++----------------------- 6 files changed, 457 insertions(+), 235 deletions(-) diff --git a/src/dehacked.c b/src/dehacked.c index 8b181a563..c7ab9a536 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -1419,25 +1419,10 @@ static void readhuditem(MYFILE *f, INT32 num) Z_Free(s); } -/* -Sprite number = 10 -Sprite subnumber = 32968 -Duration = 200 -Next frame = 200 -*/ -/** Action pointer for reading actions from Dehacked lumps. - */ -typedef struct -{ - actionf_t action; ///< Function pointer corresponding to the actual action. - const char *name; ///< Name of the action in ALL CAPS. -} actionpointer_t; - -/** Array mapping action names to action functions. - * Names must be in ALL CAPS for case insensitive comparisons. - */ -static actionpointer_t actionpointers[] = +// IMPORTANT! +// DO NOT FORGET TO SYNC THIS LIST WITH THE ACTIONNUM ENUM IN INFO.H +actionpointer_t actionpointers[] = { {{A_Explode}, "A_EXPLODE"}, {{A_Pain}, "A_PAIN"}, @@ -1592,6 +1577,7 @@ static actionpointer_t actionpointers[] = {{A_FZBoomSmoke}, "A_FZBOOMSMOKE"}, //SRB2kart {{A_RandomShadowFrame}, "A_RANDOMSHADOWFRAME"}, //SRB2kart {{A_RoamingShadowThinker}, "A_ROAMINGSHADOWTHINKER"}, //SRB2kart + {{A_MayonakaArrow}, "A_MAYONAKAARROW"}, //SRB2kart {{A_ReaperThinker}, "A_REAPERTHINKER"}, //SRB2kart {{A_MementosTPParticles}, "A_MEMENTOSTPPARTICLES"}, //SRB2kart {{A_FlameParticle}, "A_FLAMEPARTICLE"}, // SRB2kart @@ -9422,4 +9408,13 @@ void LUA_SetActionByName(void *state, const char *actiontocompare) return; } } -} \ No newline at end of file +} + +enum actionnum LUA_GetActionNumByName(const char *actiontocompare) +{ + size_t z; + for (z = 0; actionpointers[z].name; z++) + if (fasticmp(actiontocompare, actionpointers[z].name)) + return z; + return z; +} diff --git a/src/dehacked.h b/src/dehacked.h index 51a838127..33621a3ac 100644 --- a/src/dehacked.h +++ b/src/dehacked.h @@ -41,6 +41,7 @@ fixed_t get_number(const char *word); boolean LUA_SetLuaAction(void *state, const char *actiontocompare); const char *LUA_GetActionName(void *action); void LUA_SetActionByName(void *state, const char *actiontocompare); +enum actionnum LUA_GetActionNumByName(const char *actiontocompare); extern boolean deh_loaded; diff --git a/src/info.h b/src/info.h index 9b931ff65..b1955340b 100644 --- a/src/info.h +++ b/src/info.h @@ -22,6 +22,229 @@ // dehacked.c now has lists for the more named enums! PLEASE keep them up to date! // For great modding!! +/** Action pointer for reading actions from Dehacked lumps. + */ +typedef struct +{ + actionf_t action; ///< Function pointer corresponding to the actual action. + const char *name; ///< Name of the action in ALL CAPS. +} actionpointer_t; + +/** Array mapping action names to action functions. + * Names must be in ALL CAPS for case insensitive comparisons. + */ +extern actionpointer_t actionpointers[]; + +// IMPORTANT! +// DO NOT FORGET TO SYNC THIS LIST WITH THE ACTIONPOINTERS ARRAY IN DEHACKED.C +enum actionnum +{ + A_EXPLODE = 0, + A_PAIN, + A_FALL, + A_MONITORPOP, + A_LOOK, + A_CHASE, + A_FACESTABCHASE, + A_FACETARGET, + A_FACETRACER, + A_SCREAM, + A_BOSSDEATH, + A_CUSTOMPOWER, + A_GIVEWEAPON, + A_RINGSHIELD, + A_RINGBOX, + A_INVINCIBILITY, + A_SUPERSNEAKERS, + A_BUNNYHOP, + A_BUBBLESPAWN, + A_FANBUBBLESPAWN, + A_BUBBLERISE, + A_BUBBLECHECK, + A_AWARDSCORE, + A_EXTRALIFE, + A_BOMBSHIELD, + A_JUMPSHIELD, + A_WATERSHIELD, + A_FORCESHIELD, + A_PITYSHIELD, + A_GRAVITYBOX, + A_SCORERISE, + A_PARTICLESPAWN, + A_ATTRACTCHASE, + A_DROPMINE, + A_FISHJUMP, + A_THROWNRING, + A_GRENADERING, // SRB2kart + A_SETSOLIDSTEAM, + A_UNSETSOLIDSTEAM, + A_SIGNPLAYER, + A_OVERLAYTHINK, + A_JETCHASE, + A_JETBTHINK, + A_JETGTHINK, + A_JETGSHOOT, + A_SHOOTBULLET, + A_MINUSDIGGING, + A_MINUSPOPUP, + A_MINUSCHECK, + A_CHICKENCHECK, + A_MOUSETHINK, + A_DETONCHASE, + A_CAPECHASE, + A_ROTATESPIKEBALL, + A_SLINGAPPEAR, + A_MACEROTATE, + A_UNIDUSBALL, + A_ROCKSPAWN, + A_SETFUSE, + A_CRAWLACOMMANDERTHINK, + A_SMOKETRAILER, + A_RINGEXPLODE, + A_OLDRINGEXPLODE, + A_MIXUP, + A_RECYCLEPOWERS, + A_BOSS1CHASE, + A_FOCUSTARGET, + A_BOSS2CHASE, + A_BOSS2POGO, + A_BOSSZOOM, + A_BOSSSCREAM, + A_BOSS2TAKEDAMAGE, + A_BOSS7CHASE, + A_GOOPSPLAT, + A_BOSS2POGOSFX, + A_BOSS2POGOTARGET, + A_BOSSJETFUME, + A_EGGMANBOX, + A_TURRETFIRE, + A_SUPERTURRETFIRE, + A_TURRETSTOP, + A_JETJAWROAM, + A_JETJAWCHOMP, + A_POINTYTHINK, + A_CHECKBUDDY, + A_HOODTHINK, + A_ARROWCHECK, + A_SNAILERTHINK, + A_SHARPCHASE, + A_SHARPSPIN, + A_VULTUREVTOL, + A_VULTURECHECK, + A_SKIMCHASE, + A_1UPTHINKER, + A_SKULLATTACK, + A_LOBSHOT, + A_FIRESHOT, + A_SUPERFIRESHOT, + A_BOSSFIRESHOT, + A_BOSS7FIREMISSILES, + A_BOSS1LASER, + A_BOSS4REVERSE, + A_BOSS4SPEEDUP, + A_BOSS4RAISE, + A_SPARKFOLLOW, + A_BUZZFLY, + A_GUARDCHASE, + A_EGGSHIELD, + A_SETREACTIONTIME, + A_BOSS1SPIKEBALLS, + A_BOSS3TAKEDAMAGE, + A_BOSS3PATH, + A_LINEDEFEXECUTE, + A_PLAYSEESOUND, + A_PLAYATTACKSOUND, + A_PLAYACTIVESOUND, + A_SPAWNOBJECTABSOLUTE, + A_SPAWNOBJECTRELATIVE, + A_CHANGEANGLERELATIVE, + A_CHANGEANGLEABSOLUTE, + A_ROLLANGLE, + A_CHANGEROLLANGLERELATIVE, + A_CHANGEROLLANGLEABSOLUTE, + A_PLAYSOUND, + A_FINDTARGET, + A_FINDTRACER, + A_SETTICS, + A_SETRANDOMTICS, + A_CHANGECOLORRELATIVE, + A_CHANGECOLORABSOLUTE, + A_MOVERELATIVE, + A_MOVEABSOLUTE, + A_THRUST, + A_ZTHRUST, + A_SETTARGETSTARGET, + A_SETOBJECTFLAGS, + A_SETOBJECTFLAGS2, + A_RANDOMSTATE, + A_RANDOMSTATERANGE, + A_DUALACTION, + A_REMOTEACTION, + A_TOGGLEFLAMEJET, + A_ITEMPOP, // SRB2kart + A_JAWZCHASE, // SRB2kart + A_JAWZEXPLODE, // SRB2kart + A_SPBCHASE, // SRB2kart + A_MINEEXPLODE, // SRB2kart + A_BALLHOGEXPLODE, // SRB2kart + A_LIGHTNINGFOLLOWPLAYER, //SRB2kart + A_FZBOOMFLASH, //SRB2kart + A_FZBOOMSMOKE, //SRB2kart + A_RANDOMSHADOWFRAME, //SRB2kart + A_ROAMINGSHADOWTHINKER, //SRB2kart + A_MAYONAKAARROW, //SRB2kart + A_REAPERTHINKER, //SRB2kart + A_MEMENTOSTPPARTICLES, //SRB2kart + A_FLAMEPARTICLE, // SRB2kart + A_ORBITNIGHTS, + A_GHOSTME, + A_SETOBJECTSTATE, + A_SETOBJECTTYPESTATE, + A_KNOCKBACK, + A_PUSHAWAY, + A_RINGDRAIN, + A_SPLITSHOT, + A_MISSILESPLIT, + A_MULTISHOT, + A_INSTALOOP, + A_CUSTOM3DROTATE, + A_SEARCHFORPLAYERS, + A_CHECKRANDOM, + A_CHECKTARGETRINGS, + A_CHECKRINGS, + A_CHECKTOTALRINGS, + A_CHECKHEALTH, + A_CHECKRANGE, + A_CHECKHEIGHT, + A_CHECKTRUERANGE, + A_CHECKTHINGCOUNT, + A_CHECKAMBUSH, + A_CHECKCUSTOMVALUE, + A_CHECKCUSVALMEMO, + A_SETCUSTOMVALUE, + A_USECUSVALMEMO, + A_RELAYCUSTOMVALUE, + A_CUSVALACTION, + A_FORCESTOP, + A_FORCEWIN, + A_SPIKERETRACT, + A_INFOSTATE, + A_REPEAT, + A_SETSCALE, + A_REMOTEDAMAGE, + A_HOMINGCHASE, + A_TRAPSHOT, + A_VILETARGET, + A_VILEATTACK, + A_VILEFIRE, + A_BRAKCHASE, + A_BRAKFIRESHOT, + A_BRAKLOBSHOT, + A_NAPALMSCATTER, + A_SPAWNFRESHCOPY, + NUMACTIONS +}; + // IMPORTANT NOTE: If you add/remove from this list of action // functions, don't forget to update them in dehacked.c! void A_Explode(); @@ -228,6 +451,8 @@ void A_BrakLobShot(); void A_NapalmScatter(); void A_SpawnFreshCopy(); +extern boolean actionsoverridden[NUMACTIONS]; + // ratio of states to sprites to mobj types is roughly 6 : 1 : 1 #define NUMMOBJFREESLOTS 1024 #define NUMSPRITEFREESLOTS NUMMOBJFREESLOTS diff --git a/src/lua_infolib.c b/src/lua_infolib.c index c94b42b5b..c8b60d165 100644 --- a/src/lua_infolib.c +++ b/src/lua_infolib.c @@ -23,7 +23,7 @@ #include "lua_hud.h" // hud_running errors #include "lua_hook.h" // cmd errors -boolean LUA_CallAction(const char *action, mobj_t *actor); +boolean LUA_CallAction(enum actionnum actionnum, mobj_t *actor); state_t *astate; enum sfxinfo_read { @@ -52,6 +52,8 @@ const char *const sfxinfo_wopt[] = { "flags", NULL}; +boolean actionsoverridden[NUMACTIONS] = {false}; + // // Sprite Names // @@ -276,27 +278,21 @@ boolean LUA_SetLuaAction(void *stv, const char *action) return true; // action successfully set. } -boolean LUA_CallAction(const char *csaction, mobj_t *actor) +boolean LUA_CallAction(enum actionnum actionnum, mobj_t *actor) { - I_Assert(csaction != NULL); I_Assert(actor != NULL); - if (!gL) // Lua isn't loaded, + if (!actionsoverridden[actionnum]) // The action is not overriden, return false; // action not called. - if (superstack && fasticmp(csaction, superactions[superstack-1])) // the action is calling itself, - return false; // let it call the hardcoded function instead. + if (superstack && fasticmp(actionpointers[actionnum].name, superactions[superstack-1])) // the action is calling itself, + return false; // let it call the hardcoded function lua_pushcfunction(gL, LUA_GetErrorMessage); // grab function by uppercase name. lua_getfield(gL, LUA_REGISTRYINDEX, LREG_ACTIONS); - { - char *action = Z_StrDup(csaction); - strupr(action); - lua_getfield(gL, -1, action); - Z_Free(action); - } + lua_getfield(gL, -1, actionpointers[actionnum].name); lua_remove(gL, -2); // pop LREG_ACTIONS if (lua_isnil(gL, -1)) // no match @@ -319,7 +315,7 @@ boolean LUA_CallAction(const char *csaction, mobj_t *actor) lua_pushinteger(gL, var1); lua_pushinteger(gL, var2); - superactions[superstack] = csaction; + superactions[superstack] = actionpointers[actionnum].name; ++superstack; LUA_Call(gL, 3, 0, -(2 + 3)); diff --git a/src/lua_script.c b/src/lua_script.c index 3af655efe..9ba412202 100644 --- a/src/lua_script.c +++ b/src/lua_script.c @@ -152,6 +152,7 @@ static int noglobals(lua_State *L) { const char *csname; char *name; + enum actionnum actionnum; lua_remove(L, 1); // we're not gonna be using _G csname = lua_tostring(L, 1); @@ -170,6 +171,10 @@ static int noglobals(lua_State *L) lua_rawset(L, -3); // rawset doesn't trigger this metatable again. // otherwise we would've used setfield, obviously. + actionnum = LUA_GetActionNumByName(name); + if (actionnum < NUMACTIONS) + actionsoverridden[actionnum] = true; + Z_Free(name); return 0; } diff --git a/src/p_enemy.c b/src/p_enemy.c index 42fc2bcf7..caa85e331 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -29,7 +29,7 @@ #include "hardware/hw3sound.h" #endif -boolean LUA_CallAction(const char *action, mobj_t *actor); +boolean LUA_CallAction(enum actionnum actionnum, mobj_t *actor); INT32 var1; INT32 var2; @@ -781,7 +781,7 @@ void A_Look(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Look", actor)) + if (LUA_CallAction(A_LOOK, actor)) return; if (!P_LookForPlayers(actor, locvar1 & 65535, false , FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale))) @@ -817,7 +817,7 @@ void A_Chase(mobj_t *actor) INT32 delta; INT32 locvar1 = var1; - if (LUA_CallAction("A_Chase", actor)) + if (LUA_CallAction(A_CHASE, actor)) return; I_Assert(actor != NULL); @@ -908,7 +908,7 @@ void A_FaceStabChase(mobj_t *actor) { INT32 delta; - if (LUA_CallAction("A_FaceStabChase", actor)) + if (LUA_CallAction(A_FACESTABCHASE, actor)) return; if (actor->reactiontime) @@ -994,7 +994,7 @@ nomissile: // void A_JetJawRoam(mobj_t *actor) { - if (LUA_CallAction("A_JetJawRoam", actor)) + if (LUA_CallAction(A_JETJAWROAM, actor)) return; if (actor->reactiontime) @@ -1023,7 +1023,7 @@ void A_JetJawChomp(mobj_t *actor) { INT32 delta; - if (LUA_CallAction("A_JetJawChomp", actor)) + if (LUA_CallAction(A_JETJAWCHOMP, actor)) return; // turn towards movement direction if not there yet @@ -1070,7 +1070,7 @@ void A_PointyThink(mobj_t *actor) boolean firsttime = true; INT32 sign; - if (LUA_CallAction("A_PointyThink", actor)) + if (LUA_CallAction(A_POINTYTHINK, actor)) return; actor->momx = actor->momy = actor->momz = 0; @@ -1168,7 +1168,7 @@ void A_CheckBuddy(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_CheckBuddy", actor)) + if (LUA_CallAction(A_CHECKBUDDY, actor)) return; if (locvar1 && (!actor->tracer || actor->tracer->health <= 0)) @@ -1186,7 +1186,7 @@ void A_CheckBuddy(mobj_t *actor) // void A_HoodThink(mobj_t *actor) { - if (LUA_CallAction("A_HoodThink", actor)) + if (LUA_CallAction(A_HOODTHINK, actor)) return; // Currently in the air... @@ -1247,7 +1247,7 @@ void A_ArrowCheck(mobj_t *actor) angle_t angle; fixed_t dist; - if (LUA_CallAction("A_ArrowCheck", actor)) + if (LUA_CallAction(A_ARROWCHECK, actor)) return; // Movement vector @@ -1285,7 +1285,7 @@ void A_ArrowCheck(mobj_t *actor) // void A_SnailerThink(mobj_t *actor) { - if (LUA_CallAction("A_SnailerThink", actor)) + if (LUA_CallAction(A_SNAILERTHINK, actor)) return; if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) @@ -1358,7 +1358,7 @@ void A_SnailerThink(mobj_t *actor) // void A_SharpChase(mobj_t *actor) { - if (LUA_CallAction("A_SharpChase", actor)) + if (LUA_CallAction(A_SHARPCHASE, actor)) return; if (!actor->health) @@ -1416,7 +1416,7 @@ void A_SharpChase(mobj_t *actor) // void A_SharpSpin(mobj_t *actor) { - if (LUA_CallAction("A_SharpSpin", actor)) + if (LUA_CallAction(A_SHARPSPIN, actor)) return; if (!actor->health) @@ -1452,7 +1452,7 @@ void A_SharpSpin(mobj_t *actor) // void A_VultureVtol(mobj_t *actor) { - if (LUA_CallAction("A_VultureVtol", actor)) + if (LUA_CallAction(A_VULTUREVTOL, actor)) return; if (!actor->target) @@ -1487,7 +1487,7 @@ void A_VultureVtol(mobj_t *actor) // void A_VultureCheck(mobj_t *actor) { - if (LUA_CallAction("A_VultureCheck", actor)) + if (LUA_CallAction(A_VULTURECHECK, actor)) return; if (actor->momx || actor->momy) @@ -1513,7 +1513,7 @@ void A_SkimChase(mobj_t *actor) { INT32 delta; - if (LUA_CallAction("A_SkimChase", actor)) + if (LUA_CallAction(A_SKIMCHASE, actor)) return; if (actor->reactiontime) @@ -1599,7 +1599,7 @@ nomissile: // void A_FaceTarget(mobj_t *actor) { - if (LUA_CallAction("A_FaceTarget", actor)) + if (LUA_CallAction(A_FACETARGET, actor)) return; if (!actor->target) @@ -1617,7 +1617,7 @@ void A_FaceTarget(mobj_t *actor) // void A_FaceTracer(mobj_t *actor) { - if (LUA_CallAction("A_FaceTracer", actor)) + if (LUA_CallAction(A_FACETRACER, actor)) return; if (!actor->tracer) @@ -1646,7 +1646,7 @@ void A_LobShot(mobj_t *actor) fixed_t vertical, horizontal; fixed_t airtime = var2 & 65535; - if (LUA_CallAction("A_LobShot", actor)) + if (LUA_CallAction(A_LOBSHOT, actor)) return; if (!actor->target) @@ -1746,7 +1746,7 @@ void A_FireShot(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_FireShot", actor)) + if (LUA_CallAction(A_FIRESHOT, actor)) return; if (!actor->target) @@ -1784,7 +1784,7 @@ void A_SuperFireShot(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SuperFireShot", actor)) + if (LUA_CallAction(A_SUPERFIRESHOT, actor)) return; if (!actor->target) @@ -1830,7 +1830,7 @@ void A_BossFireShot(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_BossFireShot", actor)) + if (LUA_CallAction(A_BOSSFIRESHOT, actor)) return; if (!actor->target) @@ -1911,7 +1911,7 @@ void A_Boss7FireMissiles(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Boss7FireMissiles", actor)) + if (LUA_CallAction(A_BOSS7FIREMISSILES, actor)) return; if (!actor->target) @@ -1968,7 +1968,7 @@ void A_Boss1Laser(mobj_t *actor) angle_t angle; mobj_t *point; - if (LUA_CallAction("A_Boss1Laser", actor)) + if (LUA_CallAction(A_BOSS1LASER, actor)) return; if (!actor->target) @@ -2069,7 +2069,7 @@ void A_FocusTarget(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_FocusTarget", actor)) + if (LUA_CallAction(A_FOCUSTARGET, actor)) return; if (actor->target) @@ -2119,7 +2119,7 @@ void A_Boss4Reverse(mobj_t *actor) { sfxenum_t locvar1 = (sfxenum_t)var1; - if (LUA_CallAction("A_Boss4Reverse", actor)) + if (LUA_CallAction(A_BOSS4REVERSE, actor)) return; S_StartSound(NULL, locvar1); @@ -2141,7 +2141,7 @@ void A_Boss4SpeedUp(mobj_t *actor) { sfxenum_t locvar1 = (sfxenum_t)var1; - if (LUA_CallAction("A_Boss4SpeedUp", actor)) + if (LUA_CallAction(A_BOSS4SPEEDUP, actor)) return; S_StartSound(NULL, locvar1); @@ -2159,7 +2159,7 @@ void A_Boss4Raise(mobj_t *actor) { sfxenum_t locvar1 = (sfxenum_t)var1; - if (LUA_CallAction("A_Boss4Raise", actor)) + if (LUA_CallAction(A_BOSS4RAISE, actor)) return; S_StartSound(NULL, locvar1); @@ -2189,7 +2189,7 @@ void A_SkullAttack(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SkullAttack", actor)) + if (LUA_CallAction(A_SKULLATTACK, actor)) return; if (!actor->target) @@ -2239,7 +2239,7 @@ void A_BossZoom(mobj_t *actor) angle_t an; INT32 dist; - if (LUA_CallAction("A_BossZoom", actor)) + if (LUA_CallAction(A_BOSSZOOM, actor)) return; if (!actor->target) @@ -2279,7 +2279,7 @@ void A_BossScream(mobj_t *actor) INT32 locvar2 = var2; mobjtype_t explodetype; - if (LUA_CallAction("A_BossScream", actor)) + if (LUA_CallAction(A_BOSSSCREAM, actor)) return; switch (locvar1) @@ -2326,7 +2326,7 @@ void A_BossScream(mobj_t *actor) // void A_Scream(mobj_t *actor) { - if (LUA_CallAction("A_Scream", actor)) + if (LUA_CallAction(A_SCREAM, actor)) return; if (actor->tracer && (actor->tracer->type == MT_SHELL || actor->tracer->type == MT_FIREBALL)) @@ -2344,7 +2344,7 @@ void A_Scream(mobj_t *actor) // void A_Pain(mobj_t *actor) { - if (LUA_CallAction("A_Pain", actor)) + if (LUA_CallAction(A_PAIN, actor)) return; if (actor->info->painsound) @@ -2363,7 +2363,7 @@ void A_Pain(mobj_t *actor) // void A_Fall(mobj_t *actor) { - if (LUA_CallAction("A_Fall", actor)) + if (LUA_CallAction(A_FALL, actor)) return; // actor is on ground, it can be walked over @@ -2392,7 +2392,7 @@ void A_1upThinker(mobj_t *actor) fixed_t temp; INT32 closestplayer = -1; - if (LUA_CallAction("A_1upThinker", actor)) + if (LUA_CallAction(A_1UPTHINKER, actor)) return; for (i = 0; i < MAXPLAYERS; i++) @@ -2450,7 +2450,7 @@ void A_MonitorPop(mobj_t *actor) mobjtype_t item = 0; //mobjtype_t newbox; - if (LUA_CallAction("A_MonitorPop", actor)) + if (LUA_CallAction(A_MONITORPOP, actor)) return; // de-solidify @@ -2588,7 +2588,7 @@ for (i = cvar.value; i; --i) spawnchance[numchoices++] = type // void A_Explode(mobj_t *actor) { - if (LUA_CallAction("A_Explode", actor)) + if (LUA_CallAction(A_EXPLODE, actor)) return; P_RadiusAttack(actor, actor->target, actor->info->damage); @@ -2608,7 +2608,7 @@ void A_BossDeath(mobj_t *mo) line_t junk; INT32 i; - if (LUA_CallAction("A_BossDeath", mo)) + if (LUA_CallAction(A_BOSSDEATH, mo)) return; P_LinedefExecute(LE_BOSSDEAD, mo, NULL); @@ -2777,7 +2777,7 @@ void A_CustomPower(mobj_t *actor) INT32 locvar2 = var2; boolean spawnshield = false; - if (LUA_CallAction("A_CustomPower", actor)) + if (LUA_CallAction(A_CUSTOMPOWER, actor)) return; if (!actor->target || !actor->target->player) @@ -2817,7 +2817,7 @@ void A_GiveWeapon(mobj_t *actor) player_t *player; INT32 locvar1 = var1; - if (LUA_CallAction("A_GiveWeapon", actor)) + if (LUA_CallAction(A_GIVEWEAPON, actor)) return; if (!actor->target || !actor->target->player) @@ -2850,7 +2850,7 @@ void A_JumpShield(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_JumpShield", actor)) + if (LUA_CallAction(A_JUMPSHIELD, actor)) return; if (!actor->target || !actor->target->player) @@ -2881,7 +2881,7 @@ void A_RingShield(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_RingShield", actor)) + if (LUA_CallAction(A_RINGSHIELD, actor)) return; if (!actor->target || !actor->target->player) @@ -2913,7 +2913,7 @@ void A_RingBox(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_RingBox", actor)) + if (LUA_CallAction(A_RINGBOX, actor)) return; if (!actor->target || !actor->target->player) @@ -2940,7 +2940,7 @@ void A_Invincibility(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_Invincibility", actor)) + if (LUA_CallAction(A_INVINCIBILITY, actor)) return; if (!actor->target || !actor->target->player) @@ -2972,7 +2972,7 @@ void A_SuperSneakers(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_SuperSneakers", actor)) + if (LUA_CallAction(A_SUPERSNEAKERS, actor)) return; if (!actor->target || !actor->target->player) @@ -3008,7 +3008,7 @@ void A_AwardScore(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_AwardScore", actor)) + if (LUA_CallAction(A_AWARDSCORE, actor)) return; if (!actor->target || !actor->target->player) @@ -3035,7 +3035,7 @@ void A_ExtraLife(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_ExtraLife", actor)) + if (LUA_CallAction(A_EXTRALIFE, actor)) return; if (!actor->target || !actor->target->player) @@ -3074,7 +3074,7 @@ void A_BombShield(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_BombShield", actor)) + if (LUA_CallAction(A_BOMBSHIELD, actor)) return; if (!actor->target || !actor->target->player) @@ -3105,7 +3105,7 @@ void A_WaterShield(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_WaterShield", actor)) + if (LUA_CallAction(A_WATERSHIELD, actor)) return; if (!actor->target || !actor->target->player) @@ -3143,7 +3143,7 @@ void A_ForceShield(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_ForceShield", actor)) + if (LUA_CallAction(A_FORCESHIELD, actor)) return; if (!actor->target || !actor->target->player) @@ -3180,7 +3180,7 @@ void A_PityShield(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_PityShield", actor)) + if (LUA_CallAction(A_PITYSHIELD, actor)) return; if (!actor->target || !actor->target->player) @@ -3212,7 +3212,7 @@ void A_GravityBox(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_GravityBox", actor)) + if (LUA_CallAction(A_GRAVITYBOX, actor)) return; if (!actor->target || !actor->target->player) @@ -3236,7 +3236,7 @@ void A_GravityBox(mobj_t *actor) // void A_ScoreRise(mobj_t *actor) { - if (LUA_CallAction("A_ScoreRise", actor)) + if (LUA_CallAction(A_SCORERISE, actor)) return; // make logo rise! @@ -3257,7 +3257,7 @@ void A_ParticleSpawn(mobj_t *actor) mobjtype_t type; mobj_t *spawn; - if (LUA_CallAction("A_ParticleSpawn", actor)) + if (LUA_CallAction(A_PARTICLESPAWN, actor)) return; if (!actor->spawnpoint) @@ -3293,7 +3293,7 @@ void A_BunnyHop(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_BunnyHop", actor)) + if (LUA_CallAction(A_BUNNYHOP, actor)) return; if (((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz) @@ -3317,7 +3317,7 @@ void A_BubbleSpawn(mobj_t *actor) UINT8 prandom; mobj_t *bubble = NULL; - if (LUA_CallAction("A_BubbleSpawn", actor)) + if (LUA_CallAction(A_BUBBLESPAWN, actor)) return; if (!(actor->eflags & MFE_UNDERWATER)) @@ -3370,7 +3370,7 @@ void A_FanBubbleSpawn(mobj_t *actor) mobj_t *bubble = NULL; fixed_t hz = actor->z + (4*actor->height)/5; - if (LUA_CallAction("A_FanBubbleSpawn", actor)) + if (LUA_CallAction(A_FANBUBBLESPAWN, actor)) return; if (!(actor->eflags & MFE_UNDERWATER)) @@ -3416,7 +3416,7 @@ void A_BubbleRise(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_BubbleRise", actor)) + if (LUA_CallAction(A_BUBBLERISE, actor)) return; if (actor->type == MT_EXTRALARGEBUBBLE) @@ -3452,7 +3452,7 @@ void A_BubbleRise(mobj_t *actor) // void A_BubbleCheck(mobj_t *actor) { - if (LUA_CallAction("A_BubbleCheck", actor)) + if (LUA_CallAction(A_BUBBLECHECK, actor)) return; if (actor->eflags & MFE_UNDERWATER) @@ -3470,7 +3470,7 @@ void A_BubbleCheck(mobj_t *actor) // void A_AttractChase(mobj_t *actor) { - if (LUA_CallAction("A_AttractChase", actor)) + if (LUA_CallAction(A_ATTRACTCHASE, actor)) return; if (actor->flags2 & MF2_NIGHTSPULL || !actor->health) @@ -3542,7 +3542,7 @@ void A_DropMine(mobj_t *actor) fixed_t z; mobj_t *mine; - if (LUA_CallAction("A_DropMine", actor)) + if (LUA_CallAction(A_DROPMINE, actor)) return; if (locvar2 & 65535) @@ -3589,7 +3589,7 @@ void A_FishJump(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_FishJump", actor)) + if (LUA_CallAction(A_FISHJUMP, actor)) return; if ((actor->z <= actor->floorz) || (actor->z <= actor->watertop - FixedMul((64 << FRACBITS), actor->scale))) @@ -3625,7 +3625,7 @@ void A_ThrownRing(mobj_t *actor) player_t *player; fixed_t dist; - if (LUA_CallAction("A_ThrownRing", actor)) + if (LUA_CallAction(A_THROWNRING, actor)) return; if (leveltime % (TICRATE/7) == 0) @@ -3831,7 +3831,7 @@ void A_GrenadeRing(mobj_t *actor) INT32 bx, by, xl, xh, yl, yh; explodedist = FixedMul(actor->info->painchance, mapobjectscale); - if (LUA_CallAction("A_GrenadeRing", actor)) + if (LUA_CallAction(A_GRENADERING, actor)) return; if (actor->flags2 & MF2_DEBRIS) @@ -3902,7 +3902,7 @@ void A_MineExplode(mobj_t *actor) mobjtype_t type; explodedist = FixedMul((3*actor->info->painchance)/2, mapobjectscale); - if (LUA_CallAction("A_MineExplode", actor)) + if (LUA_CallAction(A_MINEEXPLODE, actor)) return; if (actor->flags2 & MF2_DEBRIS) @@ -3947,7 +3947,7 @@ void A_MineExplode(mobj_t *actor) // void A_SetSolidSteam(mobj_t *actor) { - if (LUA_CallAction("A_SetSolidSteam", actor)) + if (LUA_CallAction(A_SETSOLIDSTEAM, actor)) return; actor->flags &= ~MF_NOCLIP; @@ -3980,7 +3980,7 @@ void A_SetSolidSteam(mobj_t *actor) void A_UnsetSolidSteam(mobj_t *actor) { - if (LUA_CallAction("A_UnsetSolidSteam", actor)) + if (LUA_CallAction(A_UNSETSOLIDSTEAM, actor)) return; actor->flags &= ~MF_SOLID; @@ -3998,7 +3998,7 @@ void A_SignPlayer(mobj_t *actor) { mobj_t *ov; - if (LUA_CallAction("A_SignPlayer", actor)) + if (LUA_CallAction(A_SIGNPLAYER, actor)) return; if (!actor->target) @@ -4042,7 +4042,7 @@ void A_OverlayThink(mobj_t *actor) { fixed_t destx, desty; - if (LUA_CallAction("A_OverlayThink", actor)) + if (LUA_CallAction(A_OVERLAYTHINK, actor)) return; if (!actor->target) @@ -4094,7 +4094,7 @@ void A_JetChase(mobj_t *actor) { fixed_t thefloor; - if (LUA_CallAction("A_JetChase", actor)) + if (LUA_CallAction(A_JETCHASE, actor)) return; if (actor->flags2 & MF2_AMBUSH) @@ -4190,7 +4190,7 @@ void A_JetbThink(mobj_t *actor) sector_t *nextsector; fixed_t thefloor; - if (LUA_CallAction("A_JetbThink", actor)) + if (LUA_CallAction(A_JETBTHINK, actor)) return; if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz @@ -4254,7 +4254,7 @@ void A_JetgShoot(mobj_t *actor) { fixed_t dist; - if (LUA_CallAction("A_JetgShoot", actor)) + if (LUA_CallAction(A_JETGSHOOT, actor)) return; if (!actor->target) @@ -4294,7 +4294,7 @@ void A_ShootBullet(mobj_t *actor) { fixed_t dist; - if (LUA_CallAction("A_ShootBullet", actor)) + if (LUA_CallAction(A_SHOOTBULLET, actor)) return; if (!actor->target) @@ -4321,7 +4321,7 @@ void A_ShootBullet(mobj_t *actor) // void A_MinusDigging(mobj_t *actor) { - if (LUA_CallAction("A_MinusDigging", actor)) + if (LUA_CallAction(A_MINUSDIGGING, actor)) return; actor->flags &= ~MF_SPECIAL; @@ -4373,7 +4373,7 @@ void A_MinusDigging(mobj_t *actor) void A_MinusPopup(mobj_t *actor) { - if (LUA_CallAction("A_MinusPopup", actor)) + if (LUA_CallAction(A_MINUSPOPUP, actor)) return; P_SetObjectMomZ(actor, 10*FRACUNIT, false); @@ -4394,7 +4394,7 @@ void A_MinusPopup(mobj_t *actor) // void A_MinusCheck(mobj_t *actor) { - if (LUA_CallAction("A_MinusCheck", actor)) + if (LUA_CallAction(A_MINUSCHECK, actor)) return; if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz) @@ -4421,7 +4421,7 @@ void A_MinusCheck(mobj_t *actor) // void A_ChickenCheck(mobj_t *actor) { - if (LUA_CallAction("A_ChickenCheck", actor)) + if (LUA_CallAction(A_CHICKENCHECK, actor)) return; if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz) @@ -4452,7 +4452,7 @@ void A_JetgThink(mobj_t *actor) fixed_t thefloor; - if (LUA_CallAction("A_JetgThink", actor)) + if (LUA_CallAction(A_JETGTHINK, actor)) return; if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz @@ -4502,7 +4502,7 @@ void A_JetgThink(mobj_t *actor) // void A_MouseThink(mobj_t *actor) { - if (LUA_CallAction("A_MouseThink", actor)) + if (LUA_CallAction(A_MOUSETHINK, actor)) return; if (actor->reactiontime) @@ -4539,7 +4539,7 @@ void A_DetonChase(mobj_t *actor) angle_t exact; fixed_t xydist, dist; - if (LUA_CallAction("A_DetonChase", actor)) + if (LUA_CallAction(A_DETONCHASE, actor)) return; // modify tracer threshold @@ -4685,7 +4685,7 @@ void A_CapeChase(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CapeChase", actor)) + if (LUA_CallAction(A_CAPECHASE, actor)) return; CONS_Debug(DBG_GAMELOGIC, "A_CapeChase called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); @@ -4743,7 +4743,7 @@ void A_RotateSpikeBall(mobj_t *actor) INT32 locvar1 = var1; const fixed_t radius = FixedMul(12*actor->info->speed, actor->scale); - if (LUA_CallAction("A_RotateSpikeBall", actor)) + if (LUA_CallAction(A_ROTATESPIKEBALL, actor)) return; if (actor->type == MT_SPECIALSPIKEBALL) // don't remove this, these spikeballs share the same states as the rotating spikeballs @@ -4797,7 +4797,7 @@ void A_UnidusBall(mobj_t *actor) INT32 locvar1 = var1; boolean canthrow = false; - if (LUA_CallAction("A_UnidusBall", actor)) + if (LUA_CallAction(A_UNIDUSBALL, actor)) return; actor->angle += ANGLE_11hh; @@ -4894,7 +4894,7 @@ void A_RockSpawn(mobj_t *actor) fixed_t dist; fixed_t randomoomph; - if (LUA_CallAction("A_RockSpawn", actor)) + if (LUA_CallAction(A_ROCKSPAWN, actor)) return; if (i == -1) @@ -4948,7 +4948,7 @@ void A_SlingAppear(mobj_t *actor) UINT8 mlength = 4; mobj_t *spawnee; - if (LUA_CallAction("A_SlingAppear", actor)) + if (LUA_CallAction(A_SLINGAPPEAR, actor)) return; P_UnsetThingPosition(actor); @@ -5008,7 +5008,7 @@ void A_MaceRotate(mobj_t *actor) TVector *res; fixed_t radius; - if (LUA_CallAction("A_MaceRotate", actor)) + if (LUA_CallAction(A_MACEROTATE, actor)) return; // Target was removed. @@ -5120,7 +5120,7 @@ void A_SetFuse(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SetFuse", actor)) + if (LUA_CallAction(A_SETFUSE, actor)) return; if ((!actor->fuse || (locvar2 >> 16)) && (locvar2 >> 16) != 2) // set the actor's fuse value @@ -5148,7 +5148,7 @@ void A_CrawlaCommanderThink(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CrawlaCommanderThink", actor)) + if (LUA_CallAction(A_CRAWLACOMMANDERTHINK, actor)) return; if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz @@ -5286,7 +5286,7 @@ void A_RingExplode(mobj_t *actor) thinker_t *th; angle_t d; - if (LUA_CallAction("A_RingExplode", actor)) + if (LUA_CallAction(A_RINGEXPLODE, actor)) return; for (d = 0; d < 16; d++) @@ -5332,7 +5332,7 @@ void A_OldRingExplode(mobj_t *actor) { //INT32 locvar2 = var2; boolean changecolor = (actor->target && actor->target->player); - if (LUA_CallAction("A_OldRingExplode", actor)) + if (LUA_CallAction(A_OLDRINGEXPLODE, actor)) return; for (i = 0; i < 32; i++) @@ -5408,7 +5408,7 @@ void A_MixUp(mobj_t *actor) boolean teleported[MAXPLAYERS]; INT32 i, numplayers = 0, prandom = 0; - if (LUA_CallAction("A_MixUp", actor)) + if (LUA_CallAction(A_MIXUP, actor)) return; if (!multiplayer) @@ -5664,7 +5664,7 @@ void A_RecyclePowers(mobj_t *actor) INT32 weapons[MAXPLAYERS]; INT32 weaponheld[MAXPLAYERS]; - if (LUA_CallAction("A_RecyclePowers", actor)) + if (LUA_CallAction(A_RECYCLEPOWERS, actor)) return; if (!multiplayer) @@ -5757,7 +5757,7 @@ void A_Boss1Chase(mobj_t *actor) { INT32 delta; - if (LUA_CallAction("A_Boss1Chase", actor)) + if (LUA_CallAction(A_BOSS1CHASE, actor)) return; if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) @@ -5877,7 +5877,7 @@ void A_Boss2Chase(mobj_t *actor) boolean reverse = false; INT32 speedvar; - if (LUA_CallAction("A_Boss2Chase", actor)) + if (LUA_CallAction(A_BOSS2CHASE, actor)) return; if (actor->health <= 0) @@ -6003,7 +6003,7 @@ void A_Boss2Chase(mobj_t *actor) // void A_Boss2Pogo(mobj_t *actor) { - if (LUA_CallAction("A_Boss2Pogo", actor)) + if (LUA_CallAction(A_BOSS2POGO, actor)) return; if (actor->z <= actor->floorz + FixedMul(8*FRACUNIT, actor->scale) && actor->momz <= 0) @@ -6051,7 +6051,7 @@ void A_Boss2TakeDamage(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_Boss2TakeDamage", actor)) + if (LUA_CallAction(A_BOSS2TAKEDAMAGE, actor)) return; A_Pain(actor); @@ -6074,7 +6074,7 @@ void A_Boss7Chase(mobj_t *actor) INT32 delta; INT32 i; - if (LUA_CallAction("A_Boss7Chase", actor)) + if (LUA_CallAction(A_BOSS7CHASE, actor)) return; if (actor->z != actor->floorz) @@ -6204,7 +6204,7 @@ void A_Boss7Chase(mobj_t *actor) // void A_GoopSplat(mobj_t *actor) { - if (LUA_CallAction("A_GoopSplat", actor)) + if (LUA_CallAction(A_GOOPSPLAT, actor)) return; P_UnsetThingPosition(actor); @@ -6229,7 +6229,7 @@ void A_Boss2PogoSFX(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Boss2PogoSFX", actor)) + if (LUA_CallAction(A_BOSS2POGOSFX, actor)) return; if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) @@ -6271,7 +6271,7 @@ void A_Boss2PogoTarget(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Boss2PogoTarget", actor)) + if (LUA_CallAction(A_BOSS2POGOTARGET, actor)) return; if (!actor->target || !(actor->target->flags & MF_SHOOTABLE) || (actor->target->player && actor->target->player->powers[pw_flashing]) @@ -6356,7 +6356,7 @@ void A_Boss2PogoTarget(mobj_t *actor) // void A_EggmanBox(mobj_t *actor) { - if (LUA_CallAction("A_EggmanBox", actor)) + if (LUA_CallAction(A_EGGMANBOX, actor)) return; if (!actor->target || !actor->target->player) @@ -6382,7 +6382,7 @@ void A_TurretFire(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_TurretFire", actor)) + if (LUA_CallAction(A_TURRETFIRE, actor)) return; if (locvar2) @@ -6420,7 +6420,7 @@ void A_SuperTurretFire(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SuperTurretFire", actor)) + if (LUA_CallAction(A_SUPERTURRETFIRE, actor)) return; if (locvar2) @@ -6456,7 +6456,7 @@ void A_TurretStop(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_TurretStop", actor)) + if (LUA_CallAction(A_TURRETSTOP, actor)) return; actor->flags2 &= ~MF2_FIRING; @@ -6475,7 +6475,7 @@ void A_TurretStop(mobj_t *actor) // void A_SparkFollow(mobj_t *actor) { - if (LUA_CallAction("A_SparkFollow", actor)) + if (LUA_CallAction(A_SPARKFOLLOW, actor)) return; if ((!actor->target || (actor->target->health <= 0)) @@ -6511,7 +6511,7 @@ void A_BuzzFly(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_BuzzFly", actor)) + if (LUA_CallAction(A_BUZZFLY, actor)) return; if (actor->flags2 & MF2_AMBUSH) @@ -6610,7 +6610,7 @@ void A_GuardChase(mobj_t *actor) { INT32 delta; - if (LUA_CallAction("A_GuardChase", actor)) + if (LUA_CallAction(A_GUARDCHASE, actor)) return; if (actor->reactiontime) @@ -6685,7 +6685,7 @@ void A_EggShield(mobj_t *actor) fixed_t movex, movey; angle_t angle; - if (LUA_CallAction("A_EggShield", actor)) + if (LUA_CallAction(A_EGGSHIELD, actor)) return; if (!actor->target || !actor->target->health) @@ -6767,7 +6767,7 @@ void A_EggShield(mobj_t *actor) // void A_SetReactionTime(mobj_t *actor) { - if (LUA_CallAction("A_SetReactionTime", actor)) + if (LUA_CallAction(A_SETREACTIONTIME, actor)) return; if (var1) @@ -6789,7 +6789,7 @@ void A_Boss1Spikeballs(mobj_t *actor) INT32 locvar2 = var2; mobj_t *ball; - if (LUA_CallAction("A_Boss1Spikeballs", actor)) + if (LUA_CallAction(A_BOSS1SPIKEBALLS, actor)) return; ball = P_SpawnMobj(actor->x, actor->y, actor->z, MT_EGGMOBILE_BALL); @@ -6811,7 +6811,7 @@ void A_Boss1Spikeballs(mobj_t *actor) // void A_Boss3TakeDamage(mobj_t *actor) { - if (LUA_CallAction("A_Boss3TakeDamage", actor)) + if (LUA_CallAction(A_BOSS3TAKEDAMAGE, actor)) return; actor->movecount = var1; @@ -6829,7 +6829,7 @@ void A_Boss3TakeDamage(mobj_t *actor) // void A_Boss3Path(mobj_t *actor) { - if (LUA_CallAction("A_Boss3Path", actor)) + if (LUA_CallAction(A_BOSS3PATH, actor)) return; if (actor->tracer && actor->tracer->health && actor->tracer->movecount) @@ -6955,7 +6955,7 @@ void A_LinedefExecute(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_LinedefExecute", actor)) + if (LUA_CallAction(A_LINEDEFEXECUTE, actor)) return; tagnum = locvar1; @@ -6979,7 +6979,7 @@ void A_LinedefExecute(mobj_t *actor) // void A_PlaySeeSound(mobj_t *actor) { - if (LUA_CallAction("A_PlaySeeSound", actor)) + if (LUA_CallAction(A_PLAYSEESOUND, actor)) return; if (actor->info->seesound) @@ -6995,7 +6995,7 @@ void A_PlaySeeSound(mobj_t *actor) // void A_PlayAttackSound(mobj_t *actor) { - if (LUA_CallAction("A_PlayAttackSound", actor)) + if (LUA_CallAction(A_PLAYATTACKSOUND, actor)) return; if (actor->info->attacksound) @@ -7011,7 +7011,7 @@ void A_PlayAttackSound(mobj_t *actor) // void A_PlayActiveSound(mobj_t *actor) { - if (LUA_CallAction("A_PlayActiveSound", actor)) + if (LUA_CallAction(A_PLAYACTIVESOUND, actor)) return; if (actor->info->activesound) @@ -7030,7 +7030,7 @@ void A_SmokeTrailer(mobj_t *actor) mobj_t *th; INT32 locvar1 = var1; - if (LUA_CallAction("A_SmokeTrailer", actor)) + if (LUA_CallAction(A_SMOKETRAILER, actor)) return; if (leveltime % 4) @@ -7071,7 +7071,7 @@ void A_SpawnObjectAbsolute(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SpawnObjectAbsolute", actor)) + if (LUA_CallAction(A_SPAWNOBJECTABSOLUTE, actor)) return; x = (INT16)(locvar1>>16); @@ -7107,7 +7107,7 @@ void A_SpawnObjectRelative(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SpawnObjectRelative", actor)) + if (LUA_CallAction(A_SPAWNOBJECTRELATIVE, actor)) return; CONS_Debug(DBG_GAMELOGIC, "A_SpawnObjectRelative called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); @@ -7147,7 +7147,7 @@ void A_ChangeAngleRelative(mobj_t *actor) const fixed_t amin = locvar1*FRACUNIT; const fixed_t amax = locvar2*FRACUNIT; - if (LUA_CallAction("A_ChangeAngleRelative", actor)) + if (LUA_CallAction(A_CHANGEANGLERELATIVE, actor)) return; #ifdef PARANOIA @@ -7172,7 +7172,7 @@ void A_ChangeAngleAbsolute(mobj_t *actor) const fixed_t amin = locvar1*FRACUNIT; const fixed_t amax = locvar2*FRACUNIT; - if (LUA_CallAction("A_ChangeAngleAbsolute", actor)) + if (LUA_CallAction(A_CHANGEANGLEABSOLUTE, actor)) return; #ifdef PARANOIA @@ -7196,7 +7196,7 @@ void A_RollAngle(mobj_t *actor) INT32 locvar2 = var2; const angle_t angle = FixedAngle(locvar1*FRACUNIT); - if (LUA_CallAction("A_RollAngle", actor)) + if (LUA_CallAction(A_ROLLANGLE, actor)) return; // relative (default) @@ -7221,7 +7221,7 @@ void A_ChangeRollAngleRelative(mobj_t *actor) const fixed_t amin = locvar1*FRACUNIT; const fixed_t amax = locvar2*FRACUNIT; - if (LUA_CallAction("A_ChangeRollAngleRelative", actor)) + if (LUA_CallAction(A_CHANGEROLLANGLERELATIVE, actor)) return; #ifdef PARANOIA @@ -7246,7 +7246,7 @@ void A_ChangeRollAngleAbsolute(mobj_t *actor) const fixed_t amin = locvar1*FRACUNIT; const fixed_t amax = locvar2*FRACUNIT; - if (LUA_CallAction("A_ChangeRollAngleAbsolute", actor)) + if (LUA_CallAction(A_CHANGEROLLANGLEABSOLUTE, actor)) return; #ifdef PARANOIA @@ -7271,7 +7271,7 @@ void A_PlaySound(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_PlaySound", actor)) + if (LUA_CallAction(A_PLAYSOUND, actor)) return; S_StartSound(locvar2 ? actor : NULL, locvar1); @@ -7293,7 +7293,7 @@ void A_FindTarget(mobj_t *actor) mobj_t *mo2; fixed_t dist1 = 0, dist2 = 0; - if (LUA_CallAction("A_FindTarget", actor)) + if (LUA_CallAction(A_FINDTARGET, actor)) return; CONS_Debug(DBG_GAMELOGIC, "A_FindTarget called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); @@ -7357,7 +7357,7 @@ void A_FindTracer(mobj_t *actor) mobj_t *mo2; fixed_t dist1 = 0, dist2 = 0; - if (LUA_CallAction("A_FindTracer", actor)) + if (LUA_CallAction(A_FINDTRACER, actor)) return; CONS_Debug(DBG_GAMELOGIC, "A_FindTracer called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); @@ -7417,7 +7417,7 @@ void A_SetTics(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SetTics", actor)) + if (LUA_CallAction(A_SETTICS, actor)) return; if (locvar1) @@ -7438,7 +7438,7 @@ void A_SetRandomTics(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SetRandomTics", actor)) + if (LUA_CallAction(A_SETRANDOMTICS, actor)) return; actor->tics = P_RandomRange(locvar1, locvar2); @@ -7456,7 +7456,7 @@ void A_ChangeColorRelative(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_ChangeColorRelative", actor)) + if (LUA_CallAction(A_CHANGECOLORRELATIVE, actor)) return; if (locvar1) @@ -7481,7 +7481,7 @@ void A_ChangeColorAbsolute(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_ChangeColorAbsolute", actor)) + if (LUA_CallAction(A_CHANGECOLORABSOLUTE, actor)) return; if (locvar1) @@ -7505,7 +7505,7 @@ void A_MoveRelative(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_MoveRelative", actor)) + if (LUA_CallAction(A_MOVERELATIVE, actor)) return; P_Thrust(actor, actor->angle+FixedAngle(locvar1*FRACUNIT), FixedMul(locvar2*FRACUNIT, actor->scale)); @@ -7523,7 +7523,7 @@ void A_MoveAbsolute(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_MoveAbsolute", actor)) + if (LUA_CallAction(A_MOVEABSOLUTE, actor)) return; P_InstaThrust(actor, FixedAngle(locvar1*FRACUNIT), FixedMul(locvar2*FRACUNIT, actor->scale)); @@ -7541,7 +7541,7 @@ void A_Thrust(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Thrust", actor)) + if (LUA_CallAction(A_THRUST, actor)) return; if (!locvar1) @@ -7567,7 +7567,7 @@ void A_ZThrust(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_ZThrust", actor)) + if (LUA_CallAction(A_ZTHRUST, actor)) return; if (!locvar1) @@ -7601,7 +7601,7 @@ void A_SetTargetsTarget(mobj_t *actor) INT32 locvar2 = var2; mobj_t *oldtarg = NULL, *newtarg = NULL; - if (LUA_CallAction("A_SetTargetsTarget", actor)) + if (LUA_CallAction(A_SETTARGETSTARGET, actor)) return; // actor's target @@ -7645,7 +7645,7 @@ void A_SetObjectFlags(mobj_t *actor) INT32 locvar2 = var2; boolean unlinkthings = false; - if (LUA_CallAction("A_SetObjectFlags", actor)) + if (LUA_CallAction(A_SETOBJECTFLAGS, actor)) return; if (locvar2 == 2) @@ -7686,7 +7686,7 @@ void A_SetObjectFlags2(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SetObjectFlags2", actor)) + if (LUA_CallAction(A_SETOBJECTFLAGS2, actor)) return; if (locvar2 == 2) @@ -7713,7 +7713,7 @@ void A_BossJetFume(mobj_t *actor) mobj_t *filler; INT32 locvar1 = var1; - if (LUA_CallAction("A_BossJetFume", actor)) + if (LUA_CallAction(A_BOSSJETFUME, actor)) return; if (locvar1 == 0) // Boss1 jet fumes @@ -7823,7 +7823,7 @@ void A_RandomState(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_RandomState", actor)) + if (LUA_CallAction(A_RANDOMSTATE, actor)) return; P_SetMobjState(actor, P_RandomChance(FRACUNIT/2) ? locvar1 : locvar2); @@ -7841,7 +7841,7 @@ void A_RandomStateRange(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_RandomStateRange", actor)) + if (LUA_CallAction(A_RANDOMSTATERANGE, actor)) return; P_SetMobjState(actor, P_RandomRange(locvar1, locvar2)); @@ -7859,7 +7859,7 @@ void A_DualAction(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_DualAction", actor)) + if (LUA_CallAction(A_DUALACTION, actor)) return; CONS_Debug(DBG_GAMELOGIC, "A_DualAction called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); @@ -7892,7 +7892,7 @@ void A_RemoteAction(mobj_t *actor) INT32 locvar2 = var2; mobj_t *originaltarget = actor->target; // Hold on to the target for later. - if (LUA_CallAction("A_RemoteAction", actor)) + if (LUA_CallAction(A_REMOTEACTION, actor)) return; // If >=0, find the closest target. @@ -7974,7 +7974,7 @@ void A_RemoteAction(mobj_t *actor) // void A_ToggleFlameJet(mobj_t* actor) { - if (LUA_CallAction("A_ToggleFlameJet", actor)) + if (LUA_CallAction(A_TOGGLEFLAMEJET, actor)) return; // threshold - off delay @@ -8002,7 +8002,7 @@ void A_ItemPop(mobj_t *actor) mobj_t *remains; mobjtype_t explode; - if (LUA_CallAction("A_ItemPop", actor)) + if (LUA_CallAction(A_ITEMPOP, actor)) return; if (!(actor->target && actor->target->player)) @@ -8068,7 +8068,7 @@ void A_JawzChase(mobj_t *actor) { player_t *player; - if (LUA_CallAction("A_JawzChase", actor)) + if (LUA_CallAction(A_JAWZCHASE, actor)) return; if (actor->tracer) @@ -8113,7 +8113,7 @@ void A_JawzExplode(mobj_t *actor) INT32 shrapnel = 2; mobj_t *truc; - if (LUA_CallAction("A_JawzExplode", actor)) + if (LUA_CallAction(A_JAWZEXPLODE, actor)) return; truc = P_SpawnMobj(actor->x, actor->y, actor->z, MT_BOOMEXPLODE); @@ -8153,7 +8153,7 @@ void A_SPBChase(mobj_t *actor) angle_t hang, vang; fixed_t wspeed, xyspeed, zspeed; - if (LUA_CallAction("A_SPBChase", actor)) + if (LUA_CallAction(A_SPBCHASE, actor)) return; // Default speed @@ -8432,7 +8432,7 @@ void A_BallhogExplode(mobj_t *actor) { mobj_t *mo2; - if (LUA_CallAction("A_BallhogExplode", actor)) + if (LUA_CallAction(A_BALLHOGEXPLODE, actor)) return; mo2 = P_SpawnMobj(actor->x, actor->y, actor->z, MT_BALLHOGBOOM); @@ -8448,7 +8448,7 @@ void A_LightningFollowPlayer(mobj_t *actor) { fixed_t sx, sy; - if (LUA_CallAction("A_LightningFollowPlayer", actor)) + if (LUA_CallAction(A_LIGHTNINGFOLLOWPLAYER, actor)) return; if (!actor->target) @@ -8477,7 +8477,7 @@ void A_FZBoomFlash(mobj_t *actor) { UINT8 i; - if (LUA_CallAction("A_FZBoomFlash", actor)) + if (LUA_CallAction(A_FZBOOMFLASH, actor)) return; for (i = 0; i < MAXPLAYERS; i++) @@ -8500,7 +8500,7 @@ void A_FZBoomSmoke(mobj_t *actor) INT32 i; INT32 rad = 47+(23*var1); - if (LUA_CallAction("A_FZBoomSmoke", actor)) + if (LUA_CallAction(A_FZBOOMSMOKE, actor)) return; for (i = 0; i < 8+(4*var1); i++) @@ -8522,7 +8522,7 @@ void A_RandomShadowFrame(mobj_t *actor) mobj_t *fire; mobj_t *fake; - if (LUA_CallAction("A_RandomShadowFrame", (actor))) + if (LUA_CallAction(A_RANDOMSHADOWFRAME, actor)) return; if (!actor->extravalue1) // Hack that spawns thoks that look like random shadows. Otherwise the state would overwrite our frame and that's a pain. @@ -8569,7 +8569,7 @@ void A_RoamingShadowThinker(mobj_t *actor) { mobj_t *wind; - if (LUA_CallAction("A_RoamingShadowThinker", (actor))) + if (LUA_CallAction(A_ROAMINGSHADOWTHINKER, actor)) return; // extravalue1 replaces "movetimer" @@ -8627,7 +8627,7 @@ void A_MayonakaArrow(mobj_t *actor) INT32 flip = 0; INT32 iswarning; - if (LUA_CallAction("A_MayonakaArrow", (actor))) + if (LUA_CallAction(A_MAYONAKAARROW, actor)) return; iswarning = actor->spawnpoint->options & MTF_OBJECTSPECIAL; // is our object a warning sign? @@ -8667,7 +8667,7 @@ void A_MementosTPParticles(mobj_t *actor) int i = 0; thinker_t *th; - if (LUA_CallAction("A_MementosTPParticles", (actor))) + if (LUA_CallAction(A_MEMENTOSTPPARTICLES, actor)) return; for (; i<4; i++) @@ -8716,7 +8716,7 @@ void A_ReaperThinker(mobj_t *actor) player_t *player; // used as a shortcut in a loop. mobj_t *targetplayermo = NULL; // the player mo we can eventually target, or whatever. - if (LUA_CallAction("A_ReaperThinker", (actor))) + if (LUA_CallAction(A_REAPERTHINKER, actor)) return; // We don't have custom variables or whatever so we'll do with whatever the fuck we have left. @@ -8887,7 +8887,7 @@ void A_FlameParticle(mobj_t *actor) fixed_t rad = actor->radius>>FRACBITS, hei = actor->radius>>FRACBITS; mobj_t *par; - if (LUA_CallAction("A_FlameParticle", actor)) + if (LUA_CallAction(A_FLAMEPARTICLE, actor)) return; par = P_SpawnMobj( @@ -8912,7 +8912,7 @@ void A_OrbitNights(mobj_t* actor) INT32 ofs = (var2 & 0xFFFF); boolean ishelper = (var2 & 0xFFFF0000); - if (LUA_CallAction("A_OrbitNights", actor)) + if (LUA_CallAction(A_ORBITNIGHTS, actor)) return; if (!actor->target || !actor->target->player || @@ -8955,7 +8955,7 @@ void A_OrbitNights(mobj_t* actor) // void A_GhostMe(mobj_t *actor) { - if (LUA_CallAction("A_GhostMe", actor)) + if (LUA_CallAction(A_GHOSTME, actor)) return; P_SpawnGhostMobj(actor); @@ -8976,7 +8976,7 @@ void A_SetObjectState(mobj_t *actor) INT32 locvar2 = var2; mobj_t *target; - if (LUA_CallAction("A_SetObjectState", actor)) + if (LUA_CallAction(A_SETOBJECTSTATE, actor)) return; if ((!locvar2 && !actor->target) || (locvar2 && !actor->tracer)) @@ -9020,7 +9020,7 @@ void A_SetObjectTypeState(mobj_t *actor) mobj_t *mo2; fixed_t dist = 0; - if (LUA_CallAction("A_SetObjectTypeState", actor)) + if (LUA_CallAction(A_SETOBJECTTYPESTATE, actor)) return; for (th = thinkercap.next; th != &thinkercap; th = th->next) @@ -9062,7 +9062,7 @@ void A_KnockBack(mobj_t *actor) INT32 locvar1 = var1; mobj_t *target; - if (LUA_CallAction("A_KnockBack", actor)) + if (LUA_CallAction(A_KNOCKBACK, actor)) return; if (!locvar1) @@ -9097,7 +9097,7 @@ void A_PushAway(mobj_t *actor) mobj_t *target; // target angle_t an; // actor to target angle - if (LUA_CallAction("A_PushAway", actor)) + if (LUA_CallAction(A_PUSHAWAY, actor)) return; if ((!(locvar2 >> 16) && !actor->target) || ((locvar2 >> 16) && !actor->tracer)) @@ -9131,7 +9131,7 @@ void A_RingDrain(mobj_t *actor) INT32 locvar1 = var1; player_t *player; - if (LUA_CallAction("A_RingDrain", actor)) + if (LUA_CallAction(A_RINGDRAIN, actor)) return; if (!actor->target || !actor->target->player) @@ -9163,7 +9163,7 @@ void A_SplitShot(mobj_t *actor) const fixed_t offs = (fixed_t)(locvar1*FRACUNIT); const fixed_t hoffs = (fixed_t)(loc2up*FRACUNIT); - if (LUA_CallAction("A_SplitShot", actor)) + if (LUA_CallAction(A_SPLITSHOT, actor)) return; A_FaceTarget(actor); @@ -9197,7 +9197,7 @@ void A_MissileSplit(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_MissileSplit", actor)) + if (LUA_CallAction(A_MISSILESPLIT, actor)) return; if (actor->eflags & MFE_VERTICALFLIP) @@ -9225,7 +9225,7 @@ void A_MultiShot(mobj_t *actor) INT32 count = 0; fixed_t ad; - if (LUA_CallAction("A_MultiShot", actor)) + if (LUA_CallAction(A_MULTISHOT, actor)) return; if (actor->target) @@ -9286,7 +9286,7 @@ void A_InstaLoop(mobj_t *actor) const fixed_t ac = FINECOSINE(fa); const fixed_t as = FINESINE(fa); - if (LUA_CallAction("A_InstaLoop", actor)) + if (LUA_CallAction(A_INSTALOOP, actor)) return; P_InstaThrust(actor, actor->angle, FixedMul(ac, FixedMul(force, actor->scale))); @@ -9319,7 +9319,7 @@ void A_Custom3DRotate(mobj_t *actor) const fixed_t hspeed = FixedMul(loc2up*FRACUNIT/10, actor->scale); const fixed_t vspeed = FixedMul(loc2lw*FRACUNIT/10, actor->scale); - if (LUA_CallAction("A_Custom3DRotate", actor)) + if (LUA_CallAction(A_CUSTOM3DROTATE, actor)) return; if (!actor->target) // Ensure we actually have a target first. @@ -9379,7 +9379,7 @@ void A_SearchForPlayers(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SearchForPlayers", actor)) + if (LUA_CallAction(A_SEARCHFORPLAYERS, actor)) return; if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) @@ -9411,7 +9411,7 @@ void A_CheckRandom(mobj_t *actor) INT32 locvar2 = var2; fixed_t chance = FRACUNIT; - if (LUA_CallAction("A_CheckRandom", actor)) + if (LUA_CallAction(A_CHECKRANDOM, actor)) return; if ((locvar1 & 0xFFFF) == 0) @@ -9438,7 +9438,7 @@ void A_CheckTargetRings(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CheckTargetRings", actor)) + if (LUA_CallAction(A_CHECKTARGETRINGS, actor)) return; if (!(actor->target) || !(actor->target->player)) @@ -9461,7 +9461,7 @@ void A_CheckRings(mobj_t *actor) INT32 locvar2 = var2; INT32 i, cntr = 0; - if (LUA_CallAction("A_CheckRings", actor)) + if (LUA_CallAction(A_CHECKRINGS, actor)) return; for (i = 0; i < MAXPLAYERS; i++) @@ -9485,7 +9485,7 @@ void A_CheckTotalRings(mobj_t *actor) INT32 i, cntr = 0; - if (LUA_CallAction("A_CheckTotalRings", actor)) + if (LUA_CallAction(A_CHECKTOTALRINGS, actor)) return; for (i = 0; i < MAXPLAYERS; i++) @@ -9507,7 +9507,7 @@ void A_CheckHealth(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CheckHealth", actor)) + if (LUA_CallAction(A_CHECKHEALTH, actor)) return; if (actor->health <= locvar1) @@ -9529,7 +9529,7 @@ void A_CheckRange(mobj_t *actor) INT32 locvar2 = var2; fixed_t dist; - if (LUA_CallAction("A_CheckRange", actor)) + if (LUA_CallAction(A_CHECKRANGE, actor)) return; if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) @@ -9559,7 +9559,7 @@ void A_CheckHeight(mobj_t *actor) INT32 locvar2 = var2; fixed_t height; - if (LUA_CallAction("A_CheckHeight", actor)) + if (LUA_CallAction(A_CHECKHEIGHT, actor)) return; if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) @@ -9591,7 +9591,7 @@ void A_CheckTrueRange(mobj_t *actor) fixed_t dist; // horizontal range fixed_t l; // true range - if (LUA_CallAction("A_CheckTrueRange", actor)) + if (LUA_CallAction(A_CHECKTRUERANGE, actor)) return; if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) @@ -9642,7 +9642,7 @@ void A_CheckThingCount(mobj_t *actor) mobj_t *mo2; fixed_t dist = 0; - if (LUA_CallAction("A_CheckThingCount", actor)) + if (LUA_CallAction(A_CHECKTHINGCOUNT, actor)) return; for (th = thinkercap.next; th != &thinkercap; th = th->next) @@ -9687,7 +9687,7 @@ void A_CheckAmbush(mobj_t *actor) angle_t atp; // actor to target angle angle_t an; // angle between at and atp - if (LUA_CallAction("A_CheckAmbush", actor)) + if (LUA_CallAction(A_CHECKAMBUSH, actor)) return; if ((!locvar1 && !actor->target) || (locvar1 && !actor->tracer)) @@ -9725,7 +9725,7 @@ void A_CheckCustomValue(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CheckCustomValue", actor)) + if (LUA_CallAction(A_CHECKCUSTOMVALUE, actor)) return; if (actor->cusval >= locvar1) @@ -9744,7 +9744,7 @@ void A_CheckCusValMemo(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CheckCusValMemo", actor)) + if (LUA_CallAction(A_CHECKCUSVALMEMO, actor)) return; if (actor->cvmem >= locvar1) @@ -9769,7 +9769,7 @@ void A_SetCustomValue(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_SetCustomValue", actor)) + if (LUA_CallAction(A_SETCUSTOMVALUE, actor)) return; if (cv_debug) @@ -9819,7 +9819,7 @@ void A_UseCusValMemo(mobj_t *actor) INT32 temp = actor->cusval; // value being manipulated INT32 tempM = actor->cvmem; // value used to manipulate temp with - if (LUA_CallAction("A_UseCusValMemo", actor)) + if (LUA_CallAction(A_USECUSVALMEMO, actor)) return; if (locvar1 == 1) // cvmem being changed using cusval @@ -9882,7 +9882,7 @@ void A_RelayCustomValue(mobj_t *actor) INT32 temp; // reference value - var1 lower 16 bits changes this INT32 tempT; // target's value - changed to tracer if var1 upper 16 bits set, then modified to become final value - if (LUA_CallAction("A_RelayCustomValue", actor)) + if (LUA_CallAction(A_RELAYCUSTOMVALUE, actor)) return; if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) @@ -9941,7 +9941,7 @@ void A_CusValAction(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_CusValAction", actor)) + if (LUA_CallAction(A_CUSVALACTION, actor)) return; if (locvar2 == 5) @@ -9992,7 +9992,7 @@ void A_ForceStop(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_ForceStop", actor)) + if (LUA_CallAction(A_FORCESTOP, actor)) return; actor->momx = actor->momy = 0; @@ -10011,7 +10011,7 @@ void A_ForceWin(mobj_t *actor) { INT32 i; - if (LUA_CallAction("A_ForceWin", actor)) + if (LUA_CallAction(A_FORCEWIN, actor)) return; for (i = 0; i < MAXPLAYERS; i++) @@ -10041,7 +10041,7 @@ void A_SpikeRetract(mobj_t *actor) { INT32 locvar1 = var1; - if (LUA_CallAction("A_SpikeRetract", actor)) + if (LUA_CallAction(A_SPIKERETRACT, actor)) return; if (actor->flags & MF_NOBLOCKMAP) @@ -10125,7 +10125,7 @@ void A_Repeat(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_Repeat", actor)) + if (LUA_CallAction(A_REPEAT, actor)) return; if ((!(actor->extravalue2)) || actor->extravalue2 > locvar1) @@ -10150,7 +10150,7 @@ void A_SetScale(mobj_t *actor) INT32 locvar2 = var2; mobj_t *target; - if (LUA_CallAction("A_SetScale", actor)) + if (LUA_CallAction(A_SETSCALE, actor)) return; if (locvar1 <= 0) @@ -10195,7 +10195,7 @@ void A_RemoteDamage(mobj_t *actor) mobj_t *target; // we MUST have a target mobj_t *source = NULL; // on the other hand we don't necessarily need a source - if (LUA_CallAction("A_RemoteDamage", actor)) + if (LUA_CallAction(A_REMOTEDAMAGE, actor)) return; if (locvar1 == 1) @@ -10248,7 +10248,7 @@ void A_HomingChase(mobj_t *actor) fixed_t dist; fixed_t speedmul; - if (LUA_CallAction("A_HomingChase", actor)) + if (LUA_CallAction(A_HOMINGCHASE, actor)) return; if (locvar2 == 1) @@ -10296,7 +10296,7 @@ void A_TrapShot(mobj_t *actor) fixed_t x, y, z; fixed_t speed; - if (LUA_CallAction("A_TrapShot", actor)) + if (LUA_CallAction(A_TRAPSHOT, actor)) return; x = actor->x + P_ReturnThrustX(actor, actor->angle, FixedMul(frontoff*FRACUNIT, actor->scale)); @@ -10349,7 +10349,7 @@ void A_VileTarget(mobj_t *actor) mobjtype_t fogtype; INT32 i; - if (LUA_CallAction("A_VileTarget", actor)) + if (LUA_CallAction(A_VILETARGET, actor)) return; if (!actor->target) @@ -10436,7 +10436,7 @@ void A_VileAttack(mobj_t *actor) mobj_t *fire; INT32 i; - if (LUA_CallAction("A_VileAttack", actor)) + if (LUA_CallAction(A_VILEATTACK, actor)) return; if (!actor->target) @@ -10548,7 +10548,7 @@ void A_VileFire(mobj_t *actor) INT32 locvar2 = var2; mobj_t *dest; - if (LUA_CallAction("A_VileFire", actor)) + if (LUA_CallAction(A_VILEFIRE, actor)) return; dest = actor->tracer; @@ -10634,7 +10634,7 @@ void A_BrakChase(mobj_t *actor) INT32 locvar1 = var1; INT32 locvar2 = var2; - if (LUA_CallAction("A_BrakChase", actor)) + if (LUA_CallAction(A_BRAKCHASE, actor)) return; // Set new tics NOW, in case the state changes while we're doing this and we try applying this to the painstate or something silly @@ -10754,7 +10754,7 @@ void A_BrakFireShot(mobj_t *actor) fixed_t x, y, z; INT32 locvar1 = var1; - if (LUA_CallAction("A_BrakFireShot", actor)) + if (LUA_CallAction(A_BRAKFIRESHOT, actor)) return; if (!actor->target) @@ -10817,7 +10817,7 @@ void A_BrakLobShot(mobj_t *actor) INT32 locvar2 = var2 & 0x0000FFFF; INT32 aimDirect = var2 & 0xFFFF0000; - if (LUA_CallAction("A_BrakLobShot", actor)) + if (LUA_CallAction(A_BRAKLOBSHOT, actor)) return; if (!actor->target) @@ -10923,7 +10923,7 @@ void A_NapalmScatter(mobj_t *actor) INT32 i; // for-loop cursor mobj_t *mo; // each and every spawned napalm burst - if (LUA_CallAction("A_NapalmScatter", actor)) + if (LUA_CallAction(A_NAPALMSCATTER, actor)) return; // Some quick sanity-checking @@ -10975,7 +10975,7 @@ void A_SpawnFreshCopy(mobj_t *actor) { mobj_t *newObject; - if (LUA_CallAction("A_SpawnFreshCopy", actor)) + if (LUA_CallAction(A_SPAWNFRESHCOPY, actor)) return; newObject = P_SpawnMobj(actor->x, actor->y, actor->z, actor->type); -- 2.54.0