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Add WorldRailgunFired
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063239d7b9
commit
0f037cfd64
4 changed files with 34 additions and 1 deletions
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@ -752,6 +752,18 @@ void EventManager::WorldHitscanFired(AActor* actor, const DVector3& AttackPos, c
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handler->WorldHitscanFired(actor, AttackPos, DamagePosition, Inflictor, flags);
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}
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void EventManager::WorldRailgunFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags)
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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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if (ShouldCallStatic(true)) staticEventManager.WorldRailgunFired(actor, AttackPos, DamagePosition, Inflictor, flags);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->WorldRailgunFired(actor, AttackPos, DamagePosition, Inflictor, flags);
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}
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void EventManager::WorldThingGround(AActor* actor, FState* st)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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@ -1865,6 +1877,23 @@ void DStaticEventHandler::WorldHitscanFired(AActor* actor, const DVector3& Attac
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}
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}
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void DStaticEventHandler::WorldRailgunFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags)
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{
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IFVIRTUAL(DStaticEventHandler, WorldRailgunFired)
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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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FWorldEvent e = owner->SetupWorldEvent();
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e.Thing = actor;
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e.AttackPos = AttackPos;
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e.DamagePosition = DamagePosition;
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e.Inflictor = Inflictor;
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e.AttackLineFlags = flags;
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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::WorldThingGround(AActor* actor, FState* st)
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingGround)
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@ -315,6 +315,7 @@ public:
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bool WorldHitscanPreFired(AActor* actor, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, double sz, double offsetforward, double offsetside);
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bool WorldRailgunPreFired(FName damageType, PClassActor* pufftype, FRailParams* param);
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void WorldHitscanFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags);
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void WorldRailgunFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags);
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void WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
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void WorldLineActivated(line_t* line, AActor* actor, int activationType);
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int WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius);
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@ -485,6 +486,8 @@ struct EventManager
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bool WorldHitscanPreFired(AActor* actor, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, double sz, double offsetforward, double offsetside);
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// called when a hitscan attack has been fired
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void WorldHitscanFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags);
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// called when a railgun attack has been fired
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void WorldRailgunFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags);
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// called when a railgun attack has been fired (can be overridden to block it)
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bool WorldRailgunPreFired(FName damageType, PClassActor* pufftype, FRailParams* param);
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// called inside AActor::Grind just before the corpse is destroyed
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@ -5577,7 +5577,7 @@ void P_RailAttack(FRailParams *p)
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}
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}
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source->Level->localEventManager->WorldHitscanFired(source, start, trace.HitPos, thepuff, flags);
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source->Level->localEventManager->WorldRailgunFired(source, start, trace.HitPos, thepuff, flags);
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if (thepuff != NULL)
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{
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@ -167,6 +167,7 @@ class StaticEventHandler : Object native play version("2.4")
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virtual void WorldThingDestroyed(WorldEvent e) {}
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virtual bool WorldHitscanPreFired(WorldEvent e) { return false; }
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virtual bool WorldRailgunPreFired(WorldEvent e) { return false; }
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virtual void WorldRailgunFired(WorldEvent e) {}
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virtual void WorldHitscanFired(WorldEvent e) {}
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virtual void WorldLinePreActivated(WorldEvent e) {}
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virtual void WorldLineActivated(WorldEvent e) {}
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