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- fixed handling of PlayerEntered event.
This was done in P_SpawnPlayer where it would be called not only on voodoo dolls but also on temporary player pawns. The second case was attempted to avoid, but this would break intra-hub travels to unvisited levels. Moved the handling to G_DoLoadLevel for all cases where we have a clear and unambiguous situation with all players being set up and no voodoo dolls that might trigger an event.
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555f339924
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2 changed files with 18 additions and 21 deletions
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@ -125,6 +125,7 @@ int starttime;
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extern FString BackupSaveName;
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bool savegamerestore;
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int finishstate;
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extern int mousex, mousey;
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extern bool sendpause, sendsave, sendturn180, SendLand;
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@ -160,6 +161,7 @@ void G_DeferedInitNew (FGameStartup *gs)
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d_skill = gs->Skill;
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CheckWarpTransMap (d_mapname, true);
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gameaction = ga_newgame2;
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finishstate = FINISH_NoHub;
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}
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//==========================================================================
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@ -897,6 +899,7 @@ void G_DoCompleted (void)
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}
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gamestate = GS_INTERMISSION;
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finishstate = mode;
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viewactive = false;
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automapactive = false;
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@ -1068,11 +1071,24 @@ void G_DoLoadLevel (int position, bool autosave)
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// For each player, if they are viewing through a player, make sure it is themselves.
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for (int ii = 0; ii < MAXPLAYERS; ++ii)
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{
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if (playeringame[ii] && (players[ii].camera == NULL || players[ii].camera->player != NULL))
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if (playeringame[ii])
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{
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if (players[ii].camera == NULL || players[ii].camera->player != NULL)
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{
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players[ii].camera = players[ii].mo;
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}
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E_PlayerEntered(ii, finishstate == FINISH_SameHub);
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// ENTER scripts are being handled when the player gets spawned, this cannot be changed due to its effect on voodoo dolls.
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if (level.FromSnapshot) FBehavior::StaticStartTypedScripts(SCRIPT_Return, players[ii].mo, true);
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}
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}
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if (level.FromSnapshot)
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{
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// [Nash] run REOPEN scripts upon map re-entry
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FBehavior::StaticStartTypedScripts(SCRIPT_Reopen, NULL, false);
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}
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StatusBar->AttachToPlayer (&players[consoleplayer]);
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// unsafe world load
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E_WorldLoadedUnsafe();
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@ -1354,22 +1370,6 @@ void G_FinishTravel ()
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pawns[pawnsnum++] = pawn;
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}
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// [ZZ] fire the reopen hook.
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// if level is loaded from snapshot, and we don't have savegamerestore, this means we returned from a hub.
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if (level.FromSnapshot)
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{
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// [Nash] run REOPEN scripts upon map re-entry
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FBehavior::StaticStartTypedScripts(SCRIPT_Reopen, NULL, false);
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for (int i = 0; i < pawnsnum; i++)
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{
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// [ZZ] fire the enter hook.
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E_PlayerEntered(int(pawns[i]->player - players), true);
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//
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FBehavior::StaticStartTypedScripts(SCRIPT_Return, pawns[i], true);
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}
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}
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bglobal.FinishTravel ();
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// make sure that, after travelling has completed, no travelling thinkers are left.
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@ -5511,9 +5511,6 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{
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if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
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{
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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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if (!level.time) E_PlayerEntered(int(p - players), false);
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FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
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}
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else if (state == PST_REBORN)
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