User:Monster Iestyn/2.1 to 2.2 Lua migration guide
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Direct replacements:
2.1 | 2.2 |
---|---|
thinkers.iterate("mobj")
|
mobjs.iterate()
|
mobj.flags & MF_AMBUSH
|
mobj.flags2 & MF2_AMBUSH
|
mobj.flags2 & MF2_STANDONME (can you stand on this object?)
|
mobj.flags & MF_SOLID (solid objects now let you stand on them by default unlike in 2.1)
|
mobj.flags2 & MF2_PUSHED
|
mobj.eflags & MFE_PUSHED
|
player.mo.health - 1
or
(for getting ring count) |
player.rings
(note: |
player.pflags & PF_ITEMHANG
|
player.powers[pw_carry] == CR_GENERIC
|
player.pflags & PF_CARRIED
|
player.powers[pw_carry] == CR_PLAYER
|
player.pflags & PF_ROPEHANG
|
player.powers[pw_carry] == CR_ROPEHANG
|
player.pflags & PF_MACESPIN
|
player.powers[pw_carry] == CR_MACESPIN
|
player.pflags & PF_NIGHTSMODE
|
player.powers[pw_carry] == CR_NIGHTSMODE
|
player.pflags & PF_NIGHTSFALL
|
player.powers[pw_carry] == CR_NIGHTSFALL
|
player.powers[pw_ingoop] != 0
|
player.powers[pw_carry] == CR_BRAKGOOP
|
ffloor.flags & FF_ONLYKNUX
|
ffloor.flags & FF_STRONGBUST
|
P_Random()
|
P_RandomByte()
|
P_DamageMobj(target, inflictor, source, 10000) (for insta-killing players)
|
P_DamageMobj(target, inflictor, source, 1, DMG_INSTAKILL)
|
P_DamageMobj(target, inflictor, source, 42000) (for insta-killing spectators)
|
P_DamageMobj(target, inflictor, source, 1, DMG_SPECTATOR)
|
P_CheckSolidLava(mo, rover)
|
P_CheckSolidLava(rover)
|
Technically still working but with better alternatives:
2.1 | 2.2 |
---|---|
player.mo.tracer and player.mo.tracer.type == MT_TUBEWAYPOINT (are we in a zoomtube?)
|
player.powers[pw_carry] == CR_ZOOMTUBE
|
v.cachePatch("THOKA0") (getting a regular sprite patch for HUD code)
|
or (the prefix can be given as a string in the first argument)
or (since this is frame 0, angle 0)
or
(note: for player sprites, use |
P_ElementalFireTrail(player)
|
P_ElementalFire(player)
|