Added PSpriteTick virtual

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Boondorl 2024-03-29 11:02:46 -04:00 committed by Rachael Alexanderson
parent 7f3e014707
commit 661b1d128e
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GPG key ID: 26A8ACCE97115EE0
2 changed files with 21 additions and 6 deletions

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@ -509,6 +509,11 @@ class Actor : Thinker native
native clearscope void DisableLocalRendering(uint playerNum, bool disable);
native ui bool ShouldRenderLocally(); // Only clients get to check this, never the playsim.
// Called when the Actor is being used within a PSprite. This happens before potentially changing PSprite
// state so that any custom actions based on things like player input can be done before moving to the next
// state of something like a weapon.
virtual void PSpriteTick(PSprite psp) {}
// Called by inventory items to see if this actor is capable of touching them.
// If true, the item will attempt to be picked up. Useful for things like
// allowing morphs to pick up limited items such as keys while preventing

View file

@ -2708,13 +2708,23 @@ class PSprite : Object native play
{
if (processPending)
{
// drop tic count and possibly change state
if (Tics != -1) // a -1 tic count never changes
if (Caller)
{
Tics--;
// [BC] Apply double firing speed.
if (bPowDouble && Tics && (Owner.mo.FindInventory ("PowerDoubleFiringSpeed", true))) Tics--;
if (!Tics && Caller != null) SetState(CurState.NextState);
Caller.PSpriteTick(self);
if (bDestroyed)
return;
}
if (processPending)
{
// drop tic count and possibly change state
if (Tics != -1) // a -1 tic count never changes
{
Tics--;
// [BC] Apply double firing speed.
if (bPowDouble && Tics && (Owner.mo.FindInventory ("PowerDoubleFiringSpeed", true))) Tics--;
if (!Tics && Caller != null) SetState(CurState.NextState);
}
}
}
}