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Added WorldThingGround event to hook into the actor at exact moment its corpse spawns gibs upon being crushed.
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4 changed files with 33 additions and 1 deletions
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@ -331,6 +331,18 @@ void EventManager::WorldThingDied(AActor* actor, AActor* inflictor)
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handler->WorldThingDied(actor, inflictor);
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handler->WorldThingDied(actor, inflictor);
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}
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}
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void EventManager::WorldThingGround(AActor* actor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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if (ShouldCallStatic(true)) staticEventManager.WorldThingGround(actor);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingGround(actor);
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}
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void EventManager::WorldThingRevived(AActor* actor)
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void EventManager::WorldThingRevived(AActor* actor)
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{
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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@ -795,6 +807,20 @@ void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor)
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}
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}
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}
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}
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void DStaticEventHandler::WorldThingGround(AActor* actor)
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingGround)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (isEmpty(func)) return;
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FWorldEvent e = owner->SetupWorldEvent();
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e.Thing = actor;
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VMValue params[2] = { (DStaticEventHandler*)this, &e };
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VMCall(func, params, 2, nullptr, 0);
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}
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}
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void DStaticEventHandler::WorldThingRevived(AActor* actor)
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void DStaticEventHandler::WorldThingRevived(AActor* actor)
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{
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingRevived)
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IFVIRTUAL(DStaticEventHandler, WorldThingRevived)
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@ -80,6 +80,7 @@ public:
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void WorldUnloaded();
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void WorldUnloaded();
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void WorldThingSpawned(AActor* actor);
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void WorldThingSpawned(AActor* actor);
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void WorldThingDied(AActor* actor, AActor* inflictor);
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void WorldThingDied(AActor* actor, AActor* inflictor);
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void WorldThingGround(AActor* actor);
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void WorldThingRevived(AActor* actor);
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void WorldThingRevived(AActor* actor);
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void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
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void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
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void WorldThingDestroyed(AActor* actor);
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void WorldThingDestroyed(AActor* actor);
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@ -234,6 +235,8 @@ struct EventManager
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void WorldThingSpawned(AActor* actor);
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void WorldThingSpawned(AActor* actor);
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// called after AActor::Die of each actor.
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// called after AActor::Die of each actor.
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void WorldThingDied(AActor* actor, AActor* inflictor);
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void WorldThingDied(AActor* actor, AActor* inflictor);
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// called inside AActor::Grind just before the corpse is destroyed
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void WorldThingGround(AActor* actor);
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// called after AActor::Revive.
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// called after AActor::Revive.
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void WorldThingRevived(AActor* actor);
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void WorldThingRevived(AActor* actor);
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// called before P_DamageMobj and before AActor::DamageMobj virtuals.
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// called before P_DamageMobj and before AActor::DamageMobj virtuals.
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@ -1204,6 +1204,7 @@ bool AActor::Grind(bool items)
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S_Sound (this, CHAN_BODY, 0, "misc/fallingsplat", 1, ATTN_IDLE);
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S_Sound (this, CHAN_BODY, 0, "misc/fallingsplat", 1, ATTN_IDLE);
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Translation = BloodTranslation;
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Translation = BloodTranslation;
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}
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}
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Level->localEventManager->WorldThingGround(this);
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return false;
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return false;
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}
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}
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if (!(flags & MF_NOBLOOD))
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if (!(flags & MF_NOBLOOD))
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@ -1246,6 +1247,7 @@ bool AActor::Grind(bool items)
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gib->Translation = BloodTranslation;
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gib->Translation = BloodTranslation;
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}
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}
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S_Sound (this, CHAN_BODY, 0, "misc/fallingsplat", 1, ATTN_IDLE);
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S_Sound (this, CHAN_BODY, 0, "misc/fallingsplat", 1, ATTN_IDLE);
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Level->localEventManager->WorldThingGround(this);
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}
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}
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if (flags & MF_ICECORPSE)
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if (flags & MF_ICECORPSE)
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{
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{
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@ -15,7 +15,7 @@ struct WorldEvent native play version("2.4")
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native readonly bool IsSaveGame;
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native readonly bool IsSaveGame;
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// this will be true if we are re-entering the hub level.
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// this will be true if we are re-entering the hub level.
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native readonly bool IsReopen;
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native readonly bool IsReopen;
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// for thingspawned/thingdied/thingdestroyed
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// for thingspawned/thingdied/thingdestroyed/thingground
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native readonly Actor Thing;
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native readonly Actor Thing;
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// for thingdied. can be null
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// for thingdied. can be null
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native readonly Actor Inflictor;
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native readonly Actor Inflictor;
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@ -323,6 +323,7 @@ class StaticEventHandler : Object native play version("2.4")
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virtual void WorldUnloaded(WorldEvent e) {}
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virtual void WorldUnloaded(WorldEvent e) {}
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virtual void WorldThingSpawned(WorldEvent e) {}
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virtual void WorldThingSpawned(WorldEvent e) {}
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virtual void WorldThingDied(WorldEvent e) {}
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virtual void WorldThingDied(WorldEvent e) {}
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virtual void WorldThingGround(WorldEvent e) {}
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virtual void WorldThingRevived(WorldEvent e) {}
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virtual void WorldThingRevived(WorldEvent e) {}
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virtual void WorldThingDamaged(WorldEvent e) {}
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virtual void WorldThingDamaged(WorldEvent e) {}
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virtual void WorldThingDestroyed(WorldEvent e) {}
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virtual void WorldThingDestroyed(WorldEvent e) {}
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