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https://github.com/ZDoom/gzdoom.git
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Added WorldHitscanFired and WorldHitscanPreFired (#2432)
* Added WorldHitscan events * DVector3 → const DVector3&
This commit is contained in:
parent
c31f45c653
commit
99c058d168
4 changed files with 145 additions and 15 deletions
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@ -701,6 +701,36 @@ void EventManager::WorldThingDied(AActor* actor, AActor* inflictor)
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handler->WorldThingDied(actor, inflictor);
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handler->WorldThingDied(actor, inflictor);
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}
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}
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bool EventManager::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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{
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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 false;
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bool ret = false;
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if (ShouldCallStatic(true)) ret = staticEventManager.WorldHitscanPreFired(actor, angle, distance, pitch, damage, damageType, pufftype, flags, sz, offsetforward, offsetside);
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if (!ret)
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{
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for (DStaticEventHandler* handler = FirstEventHandler; handler && ret == false; handler = handler->next)
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ret = handler->WorldHitscanPreFired(actor, angle, distance, pitch, damage, damageType, pufftype, flags, sz, offsetforward, offsetside);
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}
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return ret;
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}
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void EventManager::WorldHitscanFired(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.WorldHitscanFired(actor, AttackPos, DamagePosition, Inflictor, flags);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->WorldHitscanFired(actor, AttackPos, DamagePosition, Inflictor, flags);
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}
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void EventManager::WorldThingGround(AActor* actor, FState* st)
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void EventManager::WorldThingGround(AActor* actor, FState* st)
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{
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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@ -1026,6 +1056,14 @@ DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamagePosition);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageIsRadius);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageIsRadius);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, NewDamage);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, NewDamage);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, CrushedState);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, CrushedState);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackPos);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackAngle);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackPitch);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackDistance);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackOffsetForward);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackOffsetSide);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackZ);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackPuffType);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn);
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@ -1729,6 +1767,51 @@ void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor)
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}
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}
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}
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}
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bool DStaticEventHandler::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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{
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IFVIRTUAL(DStaticEventHandler, WorldHitscanPreFired)
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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 false;
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FWorldEvent e = owner->SetupWorldEvent();
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e.Thing = actor;
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e.AttackAngle = angle;
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e.AttackPitch = pitch;
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e.AttackDistance = distance;
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e.Damage = damage;
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e.DamageType = damageType;
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e.AttackPuffType = pufftype;
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e.AttackOffsetForward = offsetforward;
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e.AttackOffsetSide = offsetside;
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e.AttackZ = sz;
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e.DamageFlags = flags;
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int processed;
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VMReturn results[1] = { &processed };
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VMValue params[2] = { (DStaticEventHandler*)this, &e };
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VMCall(func, params, 2, results, 1);
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return !!processed;
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}
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return false;
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}
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void DStaticEventHandler::WorldHitscanFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags)
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{
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IFVIRTUAL(DStaticEventHandler, WorldHitscanFired)
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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.DamageFlags = 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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void DStaticEventHandler::WorldThingGround(AActor* actor, FState* st)
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{
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingGround)
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IFVIRTUAL(DStaticEventHandler, WorldThingGround)
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@ -1743,7 +1826,6 @@ void DStaticEventHandler::WorldThingGround(AActor* actor, FState* st)
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}
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}
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}
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}
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void DStaticEventHandler::WorldThingRevived(AActor* actor)
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void DStaticEventHandler::WorldThingRevived(AActor* actor)
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{
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingRevived)
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IFVIRTUAL(DStaticEventHandler, WorldThingRevived)
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14
src/events.h
Executable file → Normal file
14
src/events.h
Executable file → Normal file
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@ -311,6 +311,8 @@ public:
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void WorldThingRevived(AActor* actor);
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void WorldThingRevived(AActor* actor);
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void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
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void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
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void WorldThingDestroyed(AActor* actor);
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void WorldThingDestroyed(AActor* actor);
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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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void WorldHitscanFired(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 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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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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int WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius);
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@ -393,6 +395,14 @@ struct FWorldEvent
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bool DamageIsRadius; // radius damage yes/no
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bool DamageIsRadius; // radius damage yes/no
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int NewDamage = 0; // sector/line damaged. allows modifying damage
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int NewDamage = 0; // sector/line damaged. allows modifying damage
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FState* CrushedState = nullptr; // custom crush state set in thingground
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FState* CrushedState = nullptr; // custom crush state set in thingground
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DVector3 AttackPos; //hitscan point of origin
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DAngle AttackAngle;
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DAngle AttackPitch;
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double AttackDistance = 0;
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double AttackOffsetForward = 0;
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double AttackOffsetSide = 0;
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double AttackZ = 0;
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PClassActor* AttackPuffType = nullptr;
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};
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};
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struct FPlayerEvent
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struct FPlayerEvent
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@ -467,6 +477,10 @@ struct EventManager
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void WorldThingSpawned(AActor* actor);
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void WorldThingSpawned(AActor* actor);
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// called after AActor::Die of each actor.
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// called after AActor::Die of each actor.
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void WorldThingDied(AActor* actor, AActor* inflictor);
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void WorldThingDied(AActor* actor, AActor* inflictor);
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// called when a hitscan attack is fired (can be overridden to block it)
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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 inside AActor::Grind just before the corpse is destroyed
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// called inside AActor::Grind just before the corpse is destroyed
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void WorldThingGround(AActor* actor, FState* st);
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void WorldThingGround(AActor* actor, FState* st);
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// called after AActor::Revive.
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// called after AActor::Revive.
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@ -81,6 +81,7 @@
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#include "r_utility.h"
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#include "r_utility.h"
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#include "p_blockmap.h"
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#include "p_blockmap.h"
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#include "p_3dmidtex.h"
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#include "p_3dmidtex.h"
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#include "events.h"
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#include "vm.h"
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#include "vm.h"
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#include "d_main.h"
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#include "d_main.h"
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@ -4627,6 +4628,12 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage,
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DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage,
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double sz, double offsetforward, double offsetside)
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double sz, double offsetforward, double offsetside)
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{
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{
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if (t1->Level->localEventManager->WorldHitscanPreFired(t1, angle, distance, pitch, damage, damageType, pufftype, flags, sz, offsetforward, offsetside))
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{
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return nullptr;
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}
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bool nointeract = !!(flags & LAF_NOINTERACT);
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bool nointeract = !!(flags & LAF_NOINTERACT);
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DVector3 direction;
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DVector3 direction;
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double shootz;
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double shootz;
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@ -4641,6 +4648,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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if (flags & LAF_NORANDOMPUFFZ)
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if (flags & LAF_NORANDOMPUFFZ)
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puffFlags |= PF_NORANDOMZ;
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puffFlags |= PF_NORANDOMZ;
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if (victim != NULL)
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if (victim != NULL)
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{
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{
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memset(victim, 0, sizeof(*victim));
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memset(victim, 0, sizeof(*victim));
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@ -4731,6 +4739,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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// LAF_ABSOFFSET: Ignore the angle.
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// LAF_ABSOFFSET: Ignore the angle.
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DVector3 tempos;
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DVector3 tempos;
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DVector3 puffpos;
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if (flags & LAF_ABSPOSITION)
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if (flags & LAF_ABSPOSITION)
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{
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{
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@ -4766,7 +4775,8 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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if (nointeract || (puffDefaults && puffDefaults->flags3 & MF3_ALWAYSPUFF))
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if (nointeract || (puffDefaults && puffDefaults->flags3 & MF3_ALWAYSPUFF))
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{ // Spawn the puff anyway
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{ // Spawn the puff anyway
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puff = P_SpawnPuff(t1, pufftype, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget, 2, puffFlags);
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puffpos = trace.HitPos;
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puff = P_SpawnPuff(t1, pufftype, puffpos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget, 2, puffFlags);
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if (nointeract)
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if (nointeract)
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{
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{
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@ -4796,7 +4806,8 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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if (nointeract || trace.HitType != TRACE_HitWall || ((trace.Line->special != Line_Horizon) || spawnSky))
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if (nointeract || trace.HitType != TRACE_HitWall || ((trace.Line->special != Line_Horizon) || spawnSky))
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{
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{
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DVector2 pos = t1->Level->GetPortalOffsetPosition(trace.HitPos.X, trace.HitPos.Y, -trace.HitVector.X * 4, -trace.HitVector.Y * 4);
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DVector2 pos = t1->Level->GetPortalOffsetPosition(trace.HitPos.X, trace.HitPos.Y, -trace.HitVector.X * 4, -trace.HitVector.Y * 4);
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puff = P_SpawnPuff(t1, pufftype, DVector3(pos, trace.HitPos.Z - trace.HitVector.Z * 4), trace.SrcAngleFromTarget,
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puffpos = DVector3(pos, trace.HitPos.Z - trace.HitVector.Z * 4);
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puff = P_SpawnPuff(t1, pufftype, puffpos, trace.SrcAngleFromTarget,
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trace.SrcAngleFromTarget - DAngle::fromDeg(90), 0, puffFlags);
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trace.SrcAngleFromTarget - DAngle::fromDeg(90), 0, puffFlags);
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puff->radius = 1/65536.;
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puff->radius = 1/65536.;
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{
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{
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// Hit a thing, so it could be either a puff or blood
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// Hit a thing, so it could be either a puff or blood
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DVector3 bleedpos = trace.HitPos;
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DVector3 bleedpos = trace.HitPos;
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puffpos = bleedpos;
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// position a bit closer for puffs/blood if using compatibility mode.
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// position a bit closer for puffs/blood if using compatibility mode.
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if (trace.Actor->Level->i_compatflags & COMPATF_HITSCAN)
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if (trace.Actor->Level->i_compatflags & COMPATF_HITSCAN)
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{
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{
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@ -4935,6 +4947,9 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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SpawnDeepSplash(t1, trace, puff);
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SpawnDeepSplash(t1, trace, puff);
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}
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}
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}
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}
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t1->Level->localEventManager->WorldHitscanFired(t1, tempos, puffpos, puff, flags);
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if (killPuff && puff != NULL)
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if (killPuff && puff != NULL)
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{
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{
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puff->Destroy();
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puff->Destroy();
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@ -5385,16 +5400,30 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
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//==========================================================================
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//==========================================================================
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void P_RailAttack(FRailParams *p)
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void P_RailAttack(FRailParams *p)
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{
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{
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DVector3 start;
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AActor *source = p->source;
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FTraceResults trace;
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PClassActor *puffclass = p->puff;
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PClassActor *puffclass = p->puff;
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if (puffclass == NULL)
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if (puffclass == NULL)
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{
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{
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puffclass = PClass::FindActor(NAME_BulletPuff);
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puffclass = PClass::FindActor(NAME_BulletPuff);
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}
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}
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assert(puffclass != NULL); // Because we set it to a default above
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AActor *puffDefaults = GetDefaultByType(puffclass->GetReplacement(source->Level)); //Contains all the flags such as FOILINVUL, etc.
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FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType;
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int flags;
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// disabled because not complete yet.
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flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? TRACE_ReportPortals : TRACE_PCross | TRACE_Impact | TRACE_ReportPortals;
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if (source->Level->localEventManager->WorldHitscanPreFired(source, source->Angles.Yaw + p->angleoffset, p->distance, source->Angles.Pitch + p->pitchoffset, p->damage, damagetype, puffclass, flags, p->offset_z, 0, p->offset_xy))
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{
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return;
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}
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DVector3 start;
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FTraceResults trace;
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AActor *source = p->source;
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DAngle pitch = source->Angles.Pitch + p->pitchoffset;
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DAngle pitch = source->Angles.Pitch + p->pitchoffset;
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DAngle angle = source->Angles.Yaw + p->angleoffset;
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DAngle angle = source->Angles.Yaw + p->angleoffset;
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@ -5423,13 +5452,6 @@ void P_RailAttack(FRailParams *p)
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start.Y = xy.Y;
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start.Y = xy.Y;
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start.Z = shootz;
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start.Z = shootz;
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int flags;
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assert(puffclass != NULL); // Because we set it to a default above
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AActor *puffDefaults = GetDefaultByType(puffclass->GetReplacement(source->Level)); //Contains all the flags such as FOILINVUL, etc.
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// disabled because not complete yet.
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flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? TRACE_ReportPortals : TRACE_PCross | TRACE_Impact | TRACE_ReportPortals;
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rail_data.StopAtInvul = (puffDefaults->flags3 & MF3_FOILINVUL) ? false : true;
|
rail_data.StopAtInvul = (puffDefaults->flags3 & MF3_FOILINVUL) ? false : true;
|
||||||
rail_data.MThruSpecies = ((puffDefaults->flags6 & MF6_MTHRUSPECIES)) ? true : false;
|
rail_data.MThruSpecies = ((puffDefaults->flags6 & MF6_MTHRUSPECIES)) ? true : false;
|
||||||
|
|
||||||
|
@ -5466,8 +5488,7 @@ void P_RailAttack(FRailParams *p)
|
||||||
|
|
||||||
// Hurt anything the trace hit
|
// Hurt anything the trace hit
|
||||||
unsigned int i;
|
unsigned int i;
|
||||||
FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType;
|
|
||||||
|
|
||||||
for (i = 0; i < rail_data.RailHits.Size(); i++)
|
for (i = 0; i < rail_data.RailHits.Size(); i++)
|
||||||
{
|
{
|
||||||
bool spawnpuff;
|
bool spawnpuff;
|
||||||
|
@ -5555,6 +5576,9 @@ void P_RailAttack(FRailParams *p)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
source->Level->localEventManager->WorldHitscanFired(source, start, trace.HitPos, thepuff, flags);
|
||||||
|
|
||||||
if (thepuff != NULL)
|
if (thepuff != NULL)
|
||||||
{
|
{
|
||||||
if (trace.Crossed3DWater || trace.CrossedWater)
|
if (trace.Crossed3DWater || trace.CrossedWater)
|
||||||
|
|
|
@ -97,6 +97,14 @@ struct WorldEvent native play version("2.4")
|
||||||
native readonly bool DamageIsRadius;
|
native readonly bool DamageIsRadius;
|
||||||
native int NewDamage;
|
native int NewDamage;
|
||||||
native readonly State CrushedState;
|
native readonly State CrushedState;
|
||||||
|
native readonly double AttackAngle;
|
||||||
|
native readonly double AttackPitch;
|
||||||
|
native readonly double AttackDistance;
|
||||||
|
native readonly vector3 AttackPos;
|
||||||
|
native readonly double AttackOffsetForward;
|
||||||
|
native readonly double AttackOffsetSide;
|
||||||
|
native readonly double AttackZ;
|
||||||
|
native readonly class<Actor> AttackPuffType;
|
||||||
}
|
}
|
||||||
|
|
||||||
struct PlayerEvent native play version("2.4")
|
struct PlayerEvent native play version("2.4")
|
||||||
|
@ -155,6 +163,8 @@ class StaticEventHandler : Object native play version("2.4")
|
||||||
virtual void WorldThingRevived(WorldEvent e) {}
|
virtual void WorldThingRevived(WorldEvent e) {}
|
||||||
virtual void WorldThingDamaged(WorldEvent e) {}
|
virtual void WorldThingDamaged(WorldEvent e) {}
|
||||||
virtual void WorldThingDestroyed(WorldEvent e) {}
|
virtual void WorldThingDestroyed(WorldEvent e) {}
|
||||||
|
virtual bool WorldHitscanPreFired(WorldEvent e) { return false; }
|
||||||
|
virtual void WorldHitscanFired(WorldEvent e) {}
|
||||||
virtual void WorldLinePreActivated(WorldEvent e) {}
|
virtual void WorldLinePreActivated(WorldEvent e) {}
|
||||||
virtual void WorldLineActivated(WorldEvent e) {}
|
virtual void WorldLineActivated(WorldEvent e) {}
|
||||||
virtual void WorldSectorDamaged(WorldEvent e) {}
|
virtual void WorldSectorDamaged(WorldEvent e) {}
|
||||||
|
|
Loading…
Reference in a new issue