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- added a virtual PostSpawn method to RandomSpawner, this will get called when the actor has been spawned so that the spawner can do some special setup with it.
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2 changed files with 10 additions and 0 deletions
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@ -17,6 +17,7 @@
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#include "doomstat.h"
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#include "doomstat.h"
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#include "doomdata.h"
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#include "doomdata.h"
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#include "g_levellocals.h"
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#include "g_levellocals.h"
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#include "virtual.h"
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#define MAX_RANDOMSPAWNERS_RECURSION 32 // Should be largely more than enough, honestly.
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#define MAX_RANDOMSPAWNERS_RECURSION 32 // Should be largely more than enough, honestly.
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static FRandom pr_randomspawn("RandomSpawn");
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static FRandom pr_randomspawn("RandomSpawn");
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@ -211,6 +212,12 @@ class ARandomSpawner : public AActor
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AActor *rep = GetDefaultByType(GetClass()->GetReplacee());
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AActor *rep = GetDefaultByType(GetClass()->GetReplacee());
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if (rep && ((rep->flags4 & MF4_BOSSDEATH) || (rep->flags2 & MF2_BOSS)))
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if (rep && ((rep->flags4 & MF4_BOSSDEATH) || (rep->flags2 & MF2_BOSS)))
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boss = true;
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boss = true;
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IFVIRTUAL(ARandomSpawner, PostSpawn)
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{
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VMValue params[2] = { (DObject*)this, newmobj };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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}
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if (boss)
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if (boss)
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this->tracer = newmobj;
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this->tracer = newmobj;
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@ -189,6 +189,9 @@ class RandomSpawner : Actor native
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+NOGRAVITY
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+NOGRAVITY
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+THRUACTORS
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+THRUACTORS
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}
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}
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virtual void PostSpawn(Actor spawned)
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{}
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}
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}
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// Sector flag setter ------------------------------------------------------
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// Sector flag setter ------------------------------------------------------
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