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Add PlayerSpawned() event (#1118)
* Add PlayerSpawned() event * add playerspawned to DStaticEventHandler * Define PlyerSpawned() correctly
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4 changed files with 25 additions and 0 deletions
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@ -418,6 +418,14 @@ void EventManager::PlayerEntered(int num, bool fromhub)
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handler->PlayerEntered(num, fromhub);
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handler->PlayerEntered(num, fromhub);
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}
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}
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void EventManager::PlayerSpawned(int num)
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{
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if (ShouldCallStatic(true)) staticEventManager.PlayerSpawned(num);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->PlayerSpawned(num);
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}
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void EventManager::PlayerRespawned(int num)
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void EventManager::PlayerRespawned(int num)
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{
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{
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if (ShouldCallStatic(true)) staticEventManager.PlayerRespawned(num);
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if (ShouldCallStatic(true)) staticEventManager.PlayerRespawned(num);
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@ -998,6 +1006,18 @@ void DStaticEventHandler::PlayerEntered(int num, bool fromhub)
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}
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}
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}
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}
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void DStaticEventHandler::PlayerSpawned(int num)
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{
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IFVIRTUAL(DStaticEventHandler, PlayerSpawned)
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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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FPlayerEvent e = { num, false };
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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::PlayerRespawned(int num)
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void DStaticEventHandler::PlayerRespawned(int num)
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{
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{
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IFVIRTUAL(DStaticEventHandler, PlayerRespawned)
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IFVIRTUAL(DStaticEventHandler, PlayerRespawned)
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@ -97,6 +97,7 @@ public:
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//
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//
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void PlayerEntered(int num, bool fromhub);
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void PlayerEntered(int num, bool fromhub);
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void PlayerSpawned(int num);
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void PlayerRespawned(int num);
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void PlayerRespawned(int num);
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void PlayerDied(int num);
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void PlayerDied(int num);
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void PlayerDisconnected(int num);
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void PlayerDisconnected(int num);
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@ -263,6 +264,8 @@ struct EventManager
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void RenderUnderlay(EHudState state);
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void RenderUnderlay(EHudState state);
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// this executes when a player enters the level (once). PlayerEnter+inhub = RETURN
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// this executes when a player enters the level (once). PlayerEnter+inhub = RETURN
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void PlayerEntered(int num, bool fromhub);
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void PlayerEntered(int num, bool fromhub);
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// this executes at the same time as ENTER scripts
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void PlayerSpawned(int num);
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// this executes when a player respawns. includes resurrect cheat.
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// this executes when a player respawns. includes resurrect cheat.
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void PlayerRespawned(int num);
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void PlayerRespawned(int num);
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// this executes when a player dies (partially duplicating worldthingdied, but whatever)
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// this executes when a player dies (partially duplicating worldthingdied, but whatever)
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@ -5260,6 +5260,7 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
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if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
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if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
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{
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{
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Behaviors.StartTypedScripts (SCRIPT_Enter, p->mo, true);
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Behaviors.StartTypedScripts (SCRIPT_Enter, p->mo, true);
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localEventManager->PlayerSpawned(PlayerNum(p));
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}
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}
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else if (state == PST_REBORN)
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else if (state == PST_REBORN)
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{
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{
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@ -340,6 +340,7 @@ class StaticEventHandler : Object native play version("2.4")
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//
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//
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virtual void PlayerEntered(PlayerEvent e) {}
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virtual void PlayerEntered(PlayerEvent e) {}
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virtual void PlayerSpawned(PlayerEvent e) {}
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virtual void PlayerRespawned(PlayerEvent e) {}
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virtual void PlayerRespawned(PlayerEvent e) {}
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virtual void PlayerDied(PlayerEvent e) {}
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virtual void PlayerDied(PlayerEvent e) {}
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virtual void PlayerDisconnected(PlayerEvent e) {}
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virtual void PlayerDisconnected(PlayerEvent e) {}
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