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Add NewGame to EventHandler
https://forum.zdoom.org/viewtopic.php?t=61908
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4 changed files with 35 additions and 0 deletions
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@ -515,6 +515,14 @@ bool E_CheckReplacement( PClassActor *replacee, PClassActor **replacement )
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return final;
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return final;
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}
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}
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void E_NewGame()
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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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handler->NewGame();
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}
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}
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// normal event loopers (non-special, argument-less)
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// normal event loopers (non-special, argument-less)
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DEFINE_EVENT_LOOPER(RenderFrame)
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DEFINE_EVENT_LOOPER(RenderFrame)
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DEFINE_EVENT_LOOPER(WorldLightning)
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DEFINE_EVENT_LOOPER(WorldLightning)
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@ -668,6 +676,8 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, NetworkProcess);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, CheckReplacement);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, CheckReplacement);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, NewGame)
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// ===========================================
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// ===========================================
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//
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//
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// Event handlers
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// Event handlers
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@ -1154,6 +1164,18 @@ void DStaticEventHandler::CheckReplacement( PClassActor *replacee, PClassActor *
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}
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}
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}
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}
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void DStaticEventHandler::NewGame()
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{
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IFVIRTUAL(DStaticEventHandler, NewGame)
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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 (func == DStaticEventHandler_NewGame_VMPtr)
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return;
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VMValue params[1] = { (DStaticEventHandler*)this };
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VMCall(func, params, 1, nullptr, 0);
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}
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}
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//
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//
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void DStaticEventHandler::OnDestroy()
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void DStaticEventHandler::OnDestroy()
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{
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{
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@ -72,6 +72,9 @@ void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manu
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// called when looking up the replacement for an actor class
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// called when looking up the replacement for an actor class
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bool E_CheckReplacement(PClassActor* replacee, PClassActor** replacement);
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bool E_CheckReplacement(PClassActor* replacee, PClassActor** replacement);
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// called on new game
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void E_NewGame();
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// send networked event. unified function.
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// send networked event. unified function.
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bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual);
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bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual);
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@ -172,6 +175,9 @@ public:
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//
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//
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void CheckReplacement(PClassActor* replacee, PClassActor** replacement, bool* final);
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void CheckReplacement(PClassActor* replacee, PClassActor** replacement, bool* final);
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//
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void NewGame();
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};
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};
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class DEventHandler : public DStaticEventHandler
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class DEventHandler : public DStaticEventHandler
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{
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{
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@ -527,6 +527,10 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
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gamestate = GS_LEVEL;
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gamestate = GS_LEVEL;
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}
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}
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G_DoLoadLevel (0, false);
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G_DoLoadLevel (0, false);
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if(!savegamerestore)
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{
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E_NewGame();
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}
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}
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}
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//
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//
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@ -339,6 +339,9 @@ class StaticEventHandler : Object native play version("2.4")
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//
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//
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virtual native void CheckReplacement(ReplaceEvent e);
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virtual native void CheckReplacement(ReplaceEvent e);
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//
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virtual native void NewGame();
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// this value will be queried on Register() to decide the relative order of this handler to every other.
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// this value will be queried on Register() to decide the relative order of this handler to every other.
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// this is most useful in UI systems.
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// this is most useful in UI systems.
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// default is 0.
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// default is 0.
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