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https://github.com/ZDoom/gzdoom-gles.git
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Added WorldEventHandler with WorldThingSpawned. WorldThingDestroyed is not implemented because you already can attach an object that would check master's state.
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parent
fd282d3001
commit
0598c18ad8
4 changed files with 122 additions and 12 deletions
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@ -203,12 +203,12 @@ void E_WorldLoaded()
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}
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}
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void E_WorldUnloading()
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void E_WorldUnloaded()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic() && !handler->isMapScope) continue;
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handler->WorldUnloading();
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handler->WorldUnloaded();
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}
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}
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@ -221,22 +221,31 @@ void E_WorldLoadedUnsafe()
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}
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}
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void E_WorldUnloadingUnsafe()
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void E_WorldUnloadedUnsafe()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (!handler->IsStatic() || handler->isMapScope) continue;
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handler->WorldUnloading();
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handler->WorldUnloaded();
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}
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}
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void E_WorldThingSpawned(AActor* actor)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingSpawned(actor);
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}
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// normal event loopers (non-special, argument-less)
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DEFINE_EVENT_LOOPER(RenderFrame)
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// declarations
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IMPLEMENT_CLASS(DStaticEventHandler, false, false);
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IMPLEMENT_CLASS(DStaticRenderEventHandler, false, false);
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IMPLEMENT_CLASS(DStaticWorldEventHandler, false, false);
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IMPLEMENT_CLASS(DEventHandler, false, false);
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IMPLEMENT_CLASS(DRenderEventHandler, false, false);
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IMPLEMENT_CLASS(DWorldEventHandler, false, false);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewPos);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewAngle);
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@ -245,6 +254,9 @@ DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewRoll);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, FracTic);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, Camera);
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DEFINE_FIELD_X(StaticWorldEventHandler, DStaticWorldEventHandler, IsSaveGame);
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DEFINE_FIELD_X(StaticWorldEventHandler, DStaticWorldEventHandler, Thing);
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DEFINE_ACTION_FUNCTION(DEventHandler, Create)
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{
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@ -321,7 +333,8 @@ void cls::funcname(args) \
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}
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DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldLoaded,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldUnloading,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldUnloaded,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldThingSpawned, AActor*)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderFrame, )
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//
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@ -346,3 +359,28 @@ void DStaticRenderEventHandler::RenderFrame()
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Setup();
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Super::RenderFrame();
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}
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void DStaticWorldEventHandler::Setup()
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{
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IsSaveGame = savegamerestore;
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Thing = nullptr;
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}
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void DStaticWorldEventHandler::WorldLoaded()
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{
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Setup();
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Super::WorldLoaded();
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}
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void DStaticWorldEventHandler::WorldUnloaded()
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{
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Setup();
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Super::WorldUnloaded();
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}
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void DStaticWorldEventHandler::WorldThingSpawned(AActor* actor)
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{
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Setup();
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Thing = actor;
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Super::WorldThingSpawned(actor);
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}
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70
src/events.h
70
src/events.h
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@ -20,17 +20,25 @@ void E_InitStaticHandlers(bool map);
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// called right after the map has loaded (approximately same time as OPEN ACS scripts)
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void E_WorldLoaded();
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// called when the map is about to unload (approximately same time as UNLOADING ACS scripts)
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void E_WorldUnloading();
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void E_WorldUnloaded();
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// called right after the map has loaded (every time, UNSAFE VERSION)
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void E_WorldLoadedUnsafe();
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// called right before the map is unloaded (every time, UNSAFE VERSION)
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void E_WorldUnloadingUnsafe();
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void E_WorldUnloadedUnsafe();
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// called around PostBeginPlay of each actor.
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void E_WorldThingSpawned(AActor* actor);
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// called on each render frame once.
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void E_RenderFrame();
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// serialization stuff
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void E_SerializeEvents(FSerializer& arc);
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// ==============================================
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//
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// EventHandler - base class
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//
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// ==============================================
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class DStaticEventHandler : public DObject // make it a part of normal GC process
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{
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DECLARE_CLASS(DStaticEventHandler, DObject)
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@ -67,7 +75,8 @@ public:
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void OnDestroy() override;
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virtual void WorldLoaded();
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virtual void WorldUnloading();
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virtual void WorldUnloaded();
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virtual void WorldThingSpawned(AActor*);
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virtual void RenderFrame();
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};
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class DEventHandler : public DStaticEventHandler
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@ -78,6 +87,13 @@ public:
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};
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extern DStaticEventHandler* E_FirstEventHandler;
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// ==============================================
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//
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// RenderEventHandler - for renderer events
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//
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// ==============================================
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class DStaticRenderEventHandler : public DStaticEventHandler
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{
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DECLARE_CLASS(DStaticRenderEventHandler, DStaticEventHandler)
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@ -90,6 +106,12 @@ public:
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double FracTic; // 0..1 value that describes where we are inside the current gametic, render-wise.
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AActor* Camera;
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DStaticRenderEventHandler()
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{
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FracTic = 0;
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Camera = nullptr;
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}
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// serialization handler for our local stuff
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void Serialize(FSerializer& arc) override
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{
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@ -114,4 +136,46 @@ public:
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bool IsStatic() override { return false; }
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};
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// ==============================================
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//
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// WorldEventHandler - for world events
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//
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// ==============================================
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class DStaticWorldEventHandler : public DStaticEventHandler
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{
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DECLARE_CLASS(DStaticWorldEventHandler, DStaticEventHandler)
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public:
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// for WorldLoaded, WorldUnloaded.
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bool IsSaveGame; // this will be true if world event was triggered during savegame loading.
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// for WorldThingSpawned
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AActor* Thing;
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DStaticWorldEventHandler()
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{
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IsSaveGame = false;
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Thing = nullptr;
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}
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void Serialize(FSerializer& arc) override
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{
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Super::Serialize(arc);
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arc("IsSaveGame", IsSaveGame);
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arc("Thing", Thing);
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}
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void WorldLoaded() override;
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void WorldUnloaded() override;
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void WorldThingSpawned(AActor*) override;
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private:
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void Setup();
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};
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// not sure if anyone wants non-static world handler, but here it is, just in case.
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class DWorldEventHandler : public DStaticWorldEventHandler
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{
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DECLARE_CLASS(DWorldEventHandler, DStaticWorldEventHandler)
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public:
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bool IsStatic() override { return false; }
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};
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#endif
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@ -409,7 +409,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
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// did we have any level before?
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if (level.info != nullptr)
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E_WorldUnloadingUnsafe();
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E_WorldUnloadedUnsafe();
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if (!savegamerestore)
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{
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@ -661,9 +661,9 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
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unloading = true;
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FBehavior::StaticStartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
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// [ZZ] safe world unload
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E_WorldUnloading();
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E_WorldUnloaded();
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// [ZZ] unsafe world unload (changemap != map)
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E_WorldUnloadingUnsafe();
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E_WorldUnloadedUnsafe();
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unloading = false;
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STAT_ChangeLevel(nextlevel);
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@ -1,7 +1,8 @@
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class StaticEventHandler : Object native
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{
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virtual native void WorldLoaded();
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virtual native void WorldUnloading();
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virtual native void WorldUnloaded();
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virtual native void WorldThingSpawned();
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virtual native void RenderFrame();
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}
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@ -17,6 +18,13 @@ class StaticRenderEventHandler : StaticEventHandler native
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native readonly Actor Camera;
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}
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class StaticWorldEventHandler : StaticEventHandler native
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{
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// for world
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native readonly bool IsSaveGame; // this is set to true if static WorldLoaded was triggered during savegame loading.
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native readonly Actor Thing; // this is for WorldThingSpawned
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}
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class EventHandler : StaticEventHandler native
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{
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static native StaticEventHandler Create(class<StaticEventHandler> type);
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