Almost forgot (x2): thing revived world event

This commit is contained in:
ZZYZX 2017-01-31 04:11:09 +02:00
parent e74cd9883d
commit 9942a59866
4 changed files with 31 additions and 0 deletions

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@ -250,6 +250,15 @@ void E_WorldThingDied(AActor* actor, AActor* inflictor)
handler->WorldThingDied(actor, inflictor);
}
void E_WorldThingRevived(AActor* actor)
{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if (actor->ObjectFlags & OF_EuthanizeMe)
return;
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->WorldThingRevived(actor);
}
void E_WorldThingDestroyed(AActor* actor)
{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
@ -399,6 +408,7 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLoaded)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldUnloaded)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingSpawned)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDied)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingRevived)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick)
@ -475,6 +485,20 @@ void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor)
}
}
void DStaticEventHandler::WorldThingRevived(AActor* actor)
{
IFVIRTUAL(DStaticEventHandler, WorldThingRevived)
{
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldThingRevived_VMPtr)
return;
DWorldEvent* e = E_SetupWorldEvent();
e->Thing = actor;
VMValue params[2] = { (DStaticEventHandler*)this, e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
void DStaticEventHandler::WorldThingDestroyed(AActor* actor)
{
IFVIRTUAL(DStaticEventHandler, WorldThingDestroyed)

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@ -29,6 +29,8 @@ void E_WorldUnloadedUnsafe();
void E_WorldThingSpawned(AActor* actor);
// called after AActor::Die of each actor.
void E_WorldThingDied(AActor* actor, AActor* inflictor);
// called after AActor::Revive.
void E_WorldThingRevived(AActor* actor);
// called before AActor::Destroy of each actor.
void E_WorldThingDestroyed(AActor* actor);
// same as ACS SCRIPT_Lightning
@ -86,6 +88,7 @@ public:
virtual void WorldUnloaded();
virtual void WorldThingSpawned(AActor*);
virtual void WorldThingDied(AActor*, AActor*);
virtual void WorldThingRevived(AActor*);
virtual void WorldThingDestroyed(AActor*);
virtual void WorldLightning();
virtual void WorldTick();

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@ -7472,6 +7472,9 @@ void AActor::Revive()
{
level.total_monsters++;
}
// [ZZ] resurrect hook
E_WorldThingRevived(this);
}
int AActor::GetGibHealth() const

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@ -36,6 +36,7 @@ class StaticEventHandler : Object native
virtual native void WorldUnloaded(WorldEvent e);
virtual native void WorldThingSpawned(WorldEvent e);
virtual native void WorldThingDied(WorldEvent e);
virtual native void WorldThingRevived(WorldEvent e);
virtual native void WorldThingDestroyed(WorldEvent e);
virtual native void WorldLightning(WorldEvent e); // for the sake of completeness.
virtual native void WorldTick(WorldEvent e);