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https://github.com/ZDoom/gzdoom-gles.git
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commit
e01895bf80
10 changed files with 27 additions and 15 deletions
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@ -777,7 +777,7 @@ void D_Display ()
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viewwindowx + viewwidth, viewwindowy + viewheight);
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viewwindowx + viewwidth, viewwindowy + viewheight);
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// [ZZ] execute event hook that we just started the frame
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// [ZZ] execute event hook that we just started the frame
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E_RenderFrame();
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//E_RenderFrame();
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//
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//
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Renderer->RenderView(&players[consoleplayer]);
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Renderer->RenderView(&players[consoleplayer]);
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@ -898,7 +898,7 @@ void D_Display ()
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NetUpdate (); // send out any new accumulation
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NetUpdate (); // send out any new accumulation
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// normal update
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// normal update
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// draw ZScript UI stuff
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// draw ZScript UI stuff
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E_RenderOverlay();
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//E_RenderOverlay();
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C_DrawConsole (hw2d); // draw console
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C_DrawConsole (hw2d); // draw console
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M_Drawer (); // menu is drawn even on top of everything
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M_Drawer (); // menu is drawn even on top of everything
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FStat::PrintStat ();
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FStat::PrintStat ();
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@ -155,12 +155,12 @@ public:
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double ViewBob;
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double ViewBob;
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// Former class properties that were moved into the object to get rid of the meta class.
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// Former class properties that were moved into the object to get rid of the meta class.
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FName SoundClass; // Sound class
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FNameNoInit SoundClass; // Sound class
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FName Face; // Doom status bar face (when used)
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FNameNoInit Face; // Doom status bar face (when used)
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FName Portrait;
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FNameNoInit Portrait;
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FName Slot[10];
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FNameNoInit Slot[10];
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FName InvulMode;
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FNameNoInit InvulMode;
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FName HealingRadiusType;
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FNameNoInit HealingRadiusType;
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double HexenArmor[5];
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double HexenArmor[5];
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BYTE ColorRangeStart; // Skin color range
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BYTE ColorRangeStart; // Skin color range
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BYTE ColorRangeEnd;
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BYTE ColorRangeEnd;
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@ -1529,6 +1529,17 @@ bool PClassPointer::isCompatible(PType *type)
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return (other != nullptr && other->ClassRestriction->IsDescendantOf(ClassRestriction));
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return (other != nullptr && other->ClassRestriction->IsDescendantOf(ClassRestriction));
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}
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}
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//==========================================================================
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//
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// PClassPointer :: SetPointer
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//
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//==========================================================================
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void PClassPointer::SetPointer(void *base, unsigned offset, TArray<size_t> *special) const
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{
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// Class pointers do not get added to FlatPointers because they are released from the GC.
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// PClassPointer :: IsMatch
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// PClassPointer :: IsMatch
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@ -401,6 +401,7 @@ public:
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bool isCompatible(PType *type);
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bool isCompatible(PType *type);
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void SetPointer(void *base, unsigned offset, TArray<size_t> *special = NULL) const override;
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virtual bool IsMatch(intptr_t id1, intptr_t id2) const;
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virtual bool IsMatch(intptr_t id1, intptr_t id2) const;
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virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const;
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virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const;
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};
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};
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@ -1365,7 +1365,7 @@ void G_FinishTravel ()
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for (int i = 0; i < pawnsnum; i++)
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for (int i = 0; i < pawnsnum; i++)
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{
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{
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// [ZZ] fire the enter hook.
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// [ZZ] fire the enter hook.
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E_PlayerEntered(pawns[i]->player - players, true);
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E_PlayerEntered(int(pawns[i]->player - players), true);
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//
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//
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FBehavior::StaticStartTypedScripts(SCRIPT_Return, pawns[i], true);
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FBehavior::StaticStartTypedScripts(SCRIPT_Return, pawns[i], true);
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}
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}
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@ -350,7 +350,7 @@ void cht_DoCheat (player_t *player, int cheat)
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// player is now alive.
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// player is now alive.
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// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
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// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
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E_PlayerRespawned(player - players);
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E_PlayerRespawned(int(player - players));
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//
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//
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FBehavior::StaticStartTypedScripts(SCRIPT_Respawn, player->mo, true);
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FBehavior::StaticStartTypedScripts(SCRIPT_Respawn, player->mo, true);
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@ -611,7 +611,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
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ClientObituary (this, inflictor, source, dmgflags);
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ClientObituary (this, inflictor, source, dmgflags);
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// [ZZ] fire player death hook
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// [ZZ] fire player death hook
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E_PlayerDied(player - players);
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E_PlayerDied(int(player - players));
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// Death script execution, care of Skull Tag
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// Death script execution, care of Skull Tag
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FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true);
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FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true);
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@ -143,7 +143,6 @@ IMPLEMENT_POINTERS_START(AActor)
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IMPLEMENT_POINTER(LastHeard)
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IMPLEMENT_POINTER(LastHeard)
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IMPLEMENT_POINTER(master)
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IMPLEMENT_POINTER(master)
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IMPLEMENT_POINTER(Poisoner)
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IMPLEMENT_POINTER(Poisoner)
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IMPLEMENT_POINTER(DamageFunc)
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IMPLEMENT_POINTER(alternative)
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IMPLEMENT_POINTER(alternative)
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IMPLEMENT_POINTERS_END
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IMPLEMENT_POINTERS_END
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@ -5513,7 +5512,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{
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{
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// [ZZ] fire non-hub ENTER event
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// [ZZ] fire non-hub ENTER event
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// level.time is a hack to make sure that we don't call it on dummy player initialization during hub return.
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// level.time is a hack to make sure that we don't call it on dummy player initialization during hub return.
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if (!level.time) E_PlayerEntered(p - players, false);
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if (!level.time) E_PlayerEntered(int(p - players), false);
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FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
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FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
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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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@ -832,7 +832,10 @@ void CopyPlayer(player_t *dst, player_t *src, const char *name)
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else
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else
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{
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{
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dst->userinfo.TransferFrom(uibackup);
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dst->userinfo.TransferFrom(uibackup);
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// The player class must come from the save, so that the menu reflects the currently playing one.
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dst->userinfo.PlayerClassChanged(src->mo->GetClass()->DisplayName);
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}
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}
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// Validate the skin
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// Validate the skin
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dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass));
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dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass));
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@ -1232,8 +1232,6 @@ const char *APlayerPawn::GetSoundClass() const
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return skins[player->userinfo.GetSkin()].name;
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return skins[player->userinfo.GetSkin()].name;
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}
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}
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// [GRB]
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auto pclass = GetClass();
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return SoundClass != NAME_None? SoundClass.GetChars() : "player";
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return SoundClass != NAME_None? SoundClass.GetChars() : "player";
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}
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}
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