Use Y_ItemListActive in Lua contexts

This commit is contained in:
yamamama 2025-12-14 16:16:04 -05:00
parent 356f519039
commit c9b3e5c45a
3 changed files with 17 additions and 14 deletions

View file

@ -4374,7 +4374,9 @@ static int lib_kItemLitterActive(lua_State *L)
static int lib_kItemListActive(lua_State *L)
{
lua_pushboolean(L, K_ItemListActive());
// Use the y_inter version so that Lua scripters don't have to do a
// useless player headcount check.
lua_pushboolean(L, Y_ItemListActive());
return 1;
}

View file

@ -91,19 +91,6 @@ typedef struct
boolean encore; // encore mode
} y_data;
static boolean Y_ItemListActive(void)
{
UINT8 i = 0, nump = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
nump++;
}
return ((itemlistactive) && (nump > 1));
}
static y_data data;
// graphics
@ -360,6 +347,19 @@ static void Y_CalculateMatchData(UINT8 rankingsmode, void (*comparison)(INT32))
}
}
boolean Y_ItemListActive(void)
{
UINT8 i = 0, nump = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
nump++;
}
return ((itemlistactive) && (nump > 1));
}
//
// Y_ConsiderScreenBuffer
//

View file

@ -18,6 +18,7 @@ extern "C" {
extern boolean usebuffer;
boolean Y_ItemListActive(void);
void Y_IntermissionDrawer(void);
void Y_Ticker(void);