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- added a GetCVarString ZScript/DECORATE function.
- fixed: loading a savegame triggered PlayerEntered events.
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99d1581c27
commit
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3 changed files with 35 additions and 1 deletions
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@ -1028,7 +1028,10 @@ void G_DoLoadLevel (int position, bool autosave)
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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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if (!savegamerestore)
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{
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E_PlayerEntered(ii, finishstate == FINISH_SameHub);
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}
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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 && !savegamerestore) FBehavior::StaticStartTypedScripts(SCRIPT_Return, players[ii].mo, true);
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}
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@ -654,6 +654,36 @@ DEFINE_ACTION_FUNCTION(AActor, GetCVar)
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return 0;
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}
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//==========================================================================
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//
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// GetCVar
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//
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// NON-ACTION function that works like ACS's GetCVar.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, GetCVarString)
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{
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if (numret > 0)
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{
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assert(ret != nullptr);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_STRING(cvarname);
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FBaseCVar *cvar = GetCVar(self, cvarname);
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if (cvar == nullptr)
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{
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ret->SetString("");
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}
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else
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{
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ret->SetString(cvar->GetGenericRep(CVAR_String).String);
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}
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return 1;
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}
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return 0;
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}
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//==========================================================================
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//
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// GetPlayerInput
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@ -671,6 +671,7 @@ class Actor : Thinker native
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native clearscope int GetSpawnHealth() const;
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native double GetCrouchFactor(int ptr = AAPTR_PLAYER1);
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native double GetCVar(string cvar);
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native double GetCVarString(string cvar);
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native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
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native int CountProximity(class<Actor> classname, double distance, int flags = 0, int ptr = AAPTR_DEFAULT);
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native double GetSpriteAngle(int ptr = AAPTR_DEFAULT);
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