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Add OF_StateChanged handling to NoDelay
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4c2bcede61
commit
8d159b8506
3 changed files with 38 additions and 22 deletions
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@ -647,6 +647,8 @@ public:
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// Returns true if this actor is within melee range of its target
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bool CheckMeleeRange();
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bool CheckNoDelay();
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virtual void BeginPlay(); // Called immediately after the actor is created
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virtual void PostBeginPlay(); // Called immediately before the actor's first tick
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virtual void LevelSpawned(); // Called after BeginPlay if this actor was spawned by the world
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@ -138,17 +138,8 @@ void AFastProjectile::Tick ()
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}
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}
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}
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if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT))
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{
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flags7 &= ~MF7_HANDLENODELAY;
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if (state->GetNoDelay())
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{
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// For immediately spawned objects with the NoDelay flag set for their
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// Spawn state, explicitly call the current state's function.
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if (state->CallAction(this, this) && (ObjectFlags & OF_EuthanizeMe))
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if (!CheckNoDelay())
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return; // freed itself
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}
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}
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// Advance the state
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if (tics != -1)
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{
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@ -3841,17 +3841,8 @@ void AActor::Tick ()
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Destroy();
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return;
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}
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if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT))
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{
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flags7 &= ~MF7_HANDLENODELAY;
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if (state->GetNoDelay())
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{
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// For immediately spawned objects with the NoDelay flag set for their
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// Spawn state, explicitly call the current state's function.
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if (state->CallAction(this, this) && (ObjectFlags & OF_EuthanizeMe))
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if (!CheckNoDelay())
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return; // freed itself
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}
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}
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// cycle through states, calling action functions at transitions
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if (tics != -1)
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{
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@ -3892,6 +3883,38 @@ void AActor::Tick ()
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}
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}
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//==========================================================================
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//
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// AActor :: CheckNoDelay
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//
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//==========================================================================
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bool AActor::CheckNoDelay()
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{
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if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT))
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{
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flags7 &= ~MF7_HANDLENODELAY;
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if (state->GetNoDelay())
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{
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// For immediately spawned objects with the NoDelay flag set for their
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// Spawn state, explicitly call the current state's function.
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if (state->CallAction(this, this))
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{
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if (ObjectFlags & OF_EuthanizeMe)
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{
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return false; // freed itself
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}
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if (ObjectFlags & OF_StateChanged)
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{
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ObjectFlags &= ~OF_StateChanged;
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return SetState(state);
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}
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}
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}
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}
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return true;
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}
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//==========================================================================
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//
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// AActor :: CheckSectorTransition
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