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Almost forgot (x2): thing revived world event
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e74cd9883d
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4 changed files with 31 additions and 0 deletions
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@ -250,6 +250,15 @@ void E_WorldThingDied(AActor* actor, AActor* inflictor)
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handler->WorldThingDied(actor, inflictor);
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}
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void E_WorldThingRevived(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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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingRevived(actor);
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}
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void E_WorldThingDestroyed(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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@ -399,6 +408,7 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLoaded)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldUnloaded)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingSpawned)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDied)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingRevived)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick)
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@ -475,6 +485,20 @@ void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor)
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}
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}
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void DStaticEventHandler::WorldThingRevived(AActor* actor)
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingRevived)
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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_WorldThingRevived_VMPtr)
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return;
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DWorldEvent* e = E_SetupWorldEvent();
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e->Thing = actor;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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void DStaticEventHandler::WorldThingDestroyed(AActor* actor)
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingDestroyed)
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@ -29,6 +29,8 @@ void E_WorldUnloadedUnsafe();
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void E_WorldThingSpawned(AActor* actor);
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// called after AActor::Die of each actor.
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void E_WorldThingDied(AActor* actor, AActor* inflictor);
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// called after AActor::Revive.
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void E_WorldThingRevived(AActor* actor);
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// called before AActor::Destroy of each actor.
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void E_WorldThingDestroyed(AActor* actor);
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// same as ACS SCRIPT_Lightning
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@ -86,6 +88,7 @@ public:
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virtual void WorldUnloaded();
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virtual void WorldThingSpawned(AActor*);
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virtual void WorldThingDied(AActor*, AActor*);
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virtual void WorldThingRevived(AActor*);
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virtual void WorldThingDestroyed(AActor*);
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virtual void WorldLightning();
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virtual void WorldTick();
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@ -7472,6 +7472,9 @@ void AActor::Revive()
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{
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level.total_monsters++;
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}
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// [ZZ] resurrect hook
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E_WorldThingRevived(this);
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}
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int AActor::GetGibHealth() const
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@ -36,6 +36,7 @@ class StaticEventHandler : Object native
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virtual native void WorldUnloaded(WorldEvent e);
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virtual native void WorldThingSpawned(WorldEvent e);
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virtual native void WorldThingDied(WorldEvent e);
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virtual native void WorldThingRevived(WorldEvent e);
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virtual native void WorldThingDestroyed(WorldEvent e);
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virtual native void WorldLightning(WorldEvent e); // for the sake of completeness.
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virtual native void WorldTick(WorldEvent e);
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