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Improve NoDelay reliability.
- Instead of tying NoDelay behavior to OF_JustSpawned, use a new actor flag, MF7_HANDLENODELAY. This only gets cleared once it has actually been checked by Tick(). This is necessary because freeze mode delays the initial run of Tick() past the initial spawn, so OF_JustSpawned will no longer be set when it does the initial tick. - Delay NoDelay processing if an actor is spawned dormant. Actors spawned dormant have Deactivate() called before they tick, so MF7_HANDLENODELAY will remain set as long as an actor is dormant. This allows the NoDelay handling to occur as expected once it is activated.
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4 changed files with 20 additions and 14 deletions
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@ -334,11 +334,12 @@ enum
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MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
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MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
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// --- mobj.flags6 ---
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// --- mobj.flags7 ---
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MF7_NEVERTARGET = 0x00000001, // can not be targetted at all, even if monster friendliness is considered.
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MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
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MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
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MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag
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// --- mobj.renderflags ---
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@ -473,7 +473,7 @@ public:
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// use this method.
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virtual size_t PointerSubstitution (DObject *old, DObject *notOld);
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static size_t StaticPointerSubstitution (DObject *old, DObject *notOld);
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PClass *GetClass() const
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{
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if (Class == NULL)
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@ -457,7 +457,7 @@ int DThinker::TickThinkers (FThinkerList *list, FThinkerList *dest)
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node->PostBeginPlay();
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}
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else if (dest != NULL)
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{ // Move thinker from this list to the destination list
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{
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I_Error("There is a thinker in the fresh list that has already ticked.\n");
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}
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@ -3525,19 +3525,23 @@ void AActor::Tick ()
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Destroy();
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return;
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}
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if (ObjectFlags & OF_JustSpawned && state->GetNoDelay())
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if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT))
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{
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// For immediately spawned objects with the NoDelay flag set for their
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// Spawn state, explicitly set the current state so that it calls its
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// action and chains 0-tic states.
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int starttics = tics;
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if (!SetState(state))
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return; // freed itself
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// If the initial state had a duration of 0 tics, let the next state run
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// normally. Otherwise, increment tics by 1 so that we don't double up ticks.
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if (starttics > 0 && tics >= 0)
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flags7 &= ~MF7_HANDLENODELAY;
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if (state->GetNoDelay())
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{
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tics++;
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// For immediately spawned objects with the NoDelay flag set for their
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// Spawn state, explicitly set the current state so that it calls its
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// action and chains 0-tic states.
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int starttics = tics;
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if (!SetState(state))
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return; // freed itself
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// If the initial state had a duration of 0 tics, let the next state run
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// normally. Otherwise, increment tics by 1 so that we don't double up ticks.
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else if (starttics > 0 && tics >= 0)
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{
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tics++;
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}
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}
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}
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// cycle through states, calling action functions at transitions
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@ -4024,6 +4028,7 @@ void AActor::PostBeginPlay ()
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Renderer->StateChanged(this);
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}
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PrevAngle = angle;
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flags7 |= MF7_HANDLENODELAY;
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}
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void AActor::MarkPrecacheSounds() const
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