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Added PSpriteTick virtual
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2 changed files with 21 additions and 6 deletions
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@ -509,6 +509,11 @@ class Actor : Thinker native
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native clearscope void DisableLocalRendering(uint playerNum, bool disable);
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native ui bool ShouldRenderLocally(); // Only clients get to check this, never the playsim.
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// Called when the Actor is being used within a PSprite. This happens before potentially changing PSprite
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// state so that any custom actions based on things like player input can be done before moving to the next
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// state of something like a weapon.
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virtual void PSpriteTick(PSprite psp) {}
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// Called by inventory items to see if this actor is capable of touching them.
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// If true, the item will attempt to be picked up. Useful for things like
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// allowing morphs to pick up limited items such as keys while preventing
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@ -2708,13 +2708,23 @@ class PSprite : Object native play
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{
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if (processPending)
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{
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// drop tic count and possibly change state
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if (Tics != -1) // a -1 tic count never changes
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if (Caller)
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{
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Tics--;
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// [BC] Apply double firing speed.
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if (bPowDouble && Tics && (Owner.mo.FindInventory ("PowerDoubleFiringSpeed", true))) Tics--;
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if (!Tics && Caller != null) SetState(CurState.NextState);
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Caller.PSpriteTick(self);
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if (bDestroyed)
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return;
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}
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if (processPending)
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{
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// drop tic count and possibly change state
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if (Tics != -1) // a -1 tic count never changes
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{
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Tics--;
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// [BC] Apply double firing speed.
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if (bPowDouble && Tics && (Owner.mo.FindInventory ("PowerDoubleFiringSpeed", true))) Tics--;
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if (!Tics && Caller != null) SetState(CurState.NextState);
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}
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}
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}
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}
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