mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 23:33:00 +00:00
573 lines
No EOL
16 KiB
C++
Executable file
573 lines
No EOL
16 KiB
C++
Executable file
#include "events.h"
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#include "virtual.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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#include "gi.h"
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#include "v_text.h"
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#include "actor.h"
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DStaticEventHandler* E_FirstEventHandler = nullptr;
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bool E_RegisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return false;
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if (E_CheckHandler(handler))
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return false;
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// link into normal list
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handler->prev = nullptr;
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handler->next = E_FirstEventHandler;
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if (handler->next)
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handler->next->prev = handler;
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E_FirstEventHandler = handler;
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if (handler->IsStatic())
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{
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handler->ObjectFlags |= OF_Fixed;
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}
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return true;
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}
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bool E_UnregisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return false;
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if (!E_CheckHandler(handler))
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return false;
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// link out of normal list
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if (handler->prev)
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handler->prev->next = handler->next;
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if (handler->next)
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handler->next->prev = handler->prev;
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if (handler == E_FirstEventHandler)
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E_FirstEventHandler = handler->next;
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if (handler->IsStatic())
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{
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handler->ObjectFlags &= ~OF_Fixed;
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handler->Destroy();
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}
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return true;
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}
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bool E_CheckHandler(DStaticEventHandler* handler)
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{
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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if (handler == lhandler) return true;
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return false;
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}
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bool E_IsStaticType(PClass* type)
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{
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return (type->IsDescendantOf(RUNTIME_CLASS(DStaticEventHandler)) && // make sure it's from our hierarchy at all.
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!type->IsDescendantOf(RUNTIME_CLASS(DEventHandler)));
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}
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void E_SerializeEvents(FSerializer& arc)
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{
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// todo : stuff
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if (arc.BeginArray("eventhandlers"))
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{
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int numlocalhandlers = 0;
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TArray<DStaticEventHandler*> handlers;
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if (arc.isReading())
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{
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numlocalhandlers = arc.ArraySize();
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// delete all current local handlers, if any
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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if (!lhandler->IsStatic()) lhandler->Destroy();
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}
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else
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{
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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{
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if (lhandler->IsStatic()) continue;
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numlocalhandlers++;
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handlers.Push(lhandler);
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}
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}
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for (int i = 0; i < numlocalhandlers; i++)
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{
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// serialize the object properly.
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if (arc.isReading())
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{
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// get object and put it into the array
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DStaticEventHandler* lhandler;
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arc(nullptr, lhandler);
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if (lhandler != nullptr)
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handlers.Push(lhandler);
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}
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else
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{
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::Serialize<DStaticEventHandler>(arc, nullptr, handlers[i], nullptr);
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}
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}
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if (arc.isReading())
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{
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// add all newly deserialized handlers into the list
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for (int i = 0; i < numlocalhandlers; i++)
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E_RegisterHandler(handlers[i]);
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}
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arc.EndArray();
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}
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}
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static void E_InitStaticHandler(PClass* type, FString typestring, bool map)
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{
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if (type == nullptr)
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{
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Printf("%cGWarning: unknown event handler class %s in MAPINFO!\n", TEXTCOLOR_ESCAPE, typestring.GetChars());
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return;
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}
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if (!E_IsStaticType(type))
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{
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Printf("%cGWarning: invalid event handler class %s in MAPINFO!\nMAPINFO event handlers should inherit Static* directly!\n", TEXTCOLOR_ESCAPE, typestring.GetChars());
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return;
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}
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// check if type already exists, don't add twice.
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bool typeExists = false;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsA(type))
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{
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typeExists = true;
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break;
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}
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}
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if (typeExists) return;
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DStaticEventHandler* handler = (DStaticEventHandler*)type->CreateNew();
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handler->isMapScope = map;
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E_RegisterHandler(handler);
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}
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void E_InitStaticHandlers(bool map)
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{
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if (savegamerestore)
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return;
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if (map) // don't initialize map handlers if restoring from savegame.
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{
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// delete old map static handlers if any.
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic() && handler->isMapScope)
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handler->Destroy();
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}
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for (unsigned int i = 0; i < level.info->EventHandlers.Size(); i++)
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{
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FString typestring = level.info->EventHandlers[i];
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PClass* type = PClass::FindClass(typestring);
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E_InitStaticHandler(type, typestring, true);
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}
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}
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else
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{
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// delete old static handlers if any.
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic() && !handler->isMapScope)
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handler->Destroy();
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}
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for (unsigned int i = 0; i < gameinfo.EventHandlers.Size(); i++)
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{
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FString typestring = gameinfo.EventHandlers[i];
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PClass* type = PClass::FindClass(typestring);
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E_InitStaticHandler(type, typestring, false);
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}
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}
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}
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#define DEFINE_EVENT_LOOPER(name) void E_##name() \
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{ \
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) \
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handler->name(); \
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}
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// note for the functions below.
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// *Unsafe is executed on EVERY map load/close, including savegame loading, etc.
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// There is no point in allowing non-static handlers to receive unsafe event separately, as there is no point in having static handlers receive safe event.
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// Because the main point of safe WorldLoaded/Unloading is that it will be preserved in savegames.
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void E_WorldLoaded()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic() && !handler->isMapScope) continue;
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if (handler->isMapScope && savegamerestore) continue; // don't execute WorldLoaded for handlers loaded from the savegame.
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handler->WorldLoaded();
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}
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}
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void E_WorldUnloaded()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic() && !handler->isMapScope) continue;
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handler->WorldUnloaded();
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}
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}
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void E_WorldLoadedUnsafe()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (!handler->IsStatic() || handler->isMapScope) continue;
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handler->WorldLoaded();
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}
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}
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void E_WorldUnloadedUnsafe()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (!handler->IsStatic() || handler->isMapScope) continue;
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handler->WorldUnloaded();
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}
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}
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void E_WorldThingSpawned(AActor* actor)
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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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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingSpawned(actor);
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}
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void E_WorldThingDied(AActor* actor, AActor* inflictor)
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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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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingDied(actor, inflictor);
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}
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void E_WorldThingDestroyed(AActor* actor)
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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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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingDestroyed(actor);
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}
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// normal event loopers (non-special, argument-less)
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DEFINE_EVENT_LOOPER(RenderFrame)
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DEFINE_EVENT_LOOPER(WorldLightning)
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// declarations
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IMPLEMENT_CLASS(DStaticEventHandler, false, false);
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IMPLEMENT_CLASS(DEventHandler, false, false);
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IMPLEMENT_CLASS(DBaseEvent, false, false)
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IMPLEMENT_CLASS(DRenderEvent, false, false)
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IMPLEMENT_CLASS(DWorldEvent, false, false)
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DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewPos);
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DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewAngle);
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DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewPitch);
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DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewRoll);
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DEFINE_FIELD_X(RenderEvent, DRenderEvent, FracTic);
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DEFINE_FIELD_X(RenderEvent, DRenderEvent, Camera);
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DEFINE_FIELD_X(WorldEvent, DWorldEvent, IsSaveGame);
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DEFINE_FIELD_X(WorldEvent, DWorldEvent, Thing);
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DEFINE_FIELD_X(WorldEvent, DWorldEvent, Inflictor);
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DEFINE_ACTION_FUNCTION(DEventHandler, Create)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DStaticEventHandler);
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// check if type inherits dynamic handlers
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if (E_IsStaticType(t))
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{
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// disallow static types creation with Create()
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ACTION_RETURN_OBJECT(nullptr);
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}
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// generate a new object of this type.
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ACTION_RETURN_OBJECT(t->CreateNew());
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, CreateOnce)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DStaticEventHandler);
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// check if type inherits dynamic handlers
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if (E_IsStaticType(t))
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{
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// disallow static types creation with Create()
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ACTION_RETURN_OBJECT(nullptr);
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}
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// check if there are already registered handlers of this type.
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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if (handler->GetClass() == t) // check precise class
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ACTION_RETURN_OBJECT(handler);
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// generate a new object of this type.
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ACTION_RETURN_OBJECT(t->CreateNew());
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, Find)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DStaticEventHandler);
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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if (handler->GetClass() == t) // check precise class
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ACTION_RETURN_OBJECT(handler);
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ACTION_RETURN_OBJECT(nullptr);
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, Register)
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{
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PARAM_PROLOGUE;
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PARAM_OBJECT(handler, DStaticEventHandler);
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if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
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ACTION_RETURN_BOOL(E_RegisterHandler(handler));
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, Unregister)
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{
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PARAM_PROLOGUE;
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PARAM_OBJECT(handler, DStaticEventHandler);
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if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
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ACTION_RETURN_BOOL(E_UnregisterHandler(handler));
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}
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// for static
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DEFINE_ACTION_FUNCTION(DStaticEventHandler, Create)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DStaticEventHandler);
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// static handlers can create any type of object.
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// generate a new object of this type.
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ACTION_RETURN_OBJECT(t->CreateNew());
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}
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DEFINE_ACTION_FUNCTION(DStaticEventHandler, CreateOnce)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DStaticEventHandler);
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// static handlers can create any type of object.
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// check if there are already registered handlers of this type.
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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if (handler->GetClass() == t) // check precise class
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ACTION_RETURN_OBJECT(handler);
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// generate a new object of this type.
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ACTION_RETURN_OBJECT(t->CreateNew());
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}
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// we might later want to change this
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DEFINE_ACTION_FUNCTION(DStaticEventHandler, Find)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DStaticEventHandler);
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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if (handler->GetClass() == t) // check precise class
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ACTION_RETURN_OBJECT(handler);
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ACTION_RETURN_OBJECT(nullptr);
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}
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DEFINE_ACTION_FUNCTION(DStaticEventHandler, Register)
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{
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PARAM_PROLOGUE;
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PARAM_OBJECT(handler, DStaticEventHandler);
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ACTION_RETURN_BOOL(E_RegisterHandler(handler));
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}
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DEFINE_ACTION_FUNCTION(DStaticEventHandler, Unregister)
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{
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PARAM_PROLOGUE;
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PARAM_OBJECT(handler, DStaticEventHandler);
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ACTION_RETURN_BOOL(E_UnregisterHandler(handler));
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}
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#define DEFINE_EMPTY_HANDLER(cls, funcname) DEFINE_ACTION_FUNCTION(cls, funcname) \
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{ \
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PARAM_SELF_PROLOGUE(cls); \
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return 0; \
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}
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLoaded)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldUnloaded)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingSpawned)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDied)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, RenderFrame)
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// ===========================================
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//
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// Event handlers
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//
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// ===========================================
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static DWorldEvent* E_SetupWorldEvent()
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{
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static DWorldEvent* e = nullptr;
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if (!e) e = (DWorldEvent*)RUNTIME_CLASS(DWorldEvent)->CreateNew();
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e->IsSaveGame = savegamerestore;
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e->Thing = nullptr;
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e->Inflictor = nullptr;
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return e;
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}
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void DStaticEventHandler::WorldLoaded()
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{
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IFVIRTUAL(DStaticEventHandler, WorldLoaded)
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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 (func == DStaticEventHandler_WorldLoaded_VMPtr)
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return;
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DWorldEvent* e = E_SetupWorldEvent();
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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void DStaticEventHandler::WorldUnloaded()
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{
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IFVIRTUAL(DStaticEventHandler, WorldUnloaded)
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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 (func == DStaticEventHandler_WorldUnloaded_VMPtr)
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return;
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DWorldEvent* e = E_SetupWorldEvent();
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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void DStaticEventHandler::WorldThingSpawned(AActor* actor)
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingSpawned)
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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 (func == DStaticEventHandler_WorldThingSpawned_VMPtr)
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return;
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DWorldEvent* e = E_SetupWorldEvent();
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e->Thing = actor;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor)
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingDied)
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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 (func == DStaticEventHandler_WorldThingDied_VMPtr)
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return;
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DWorldEvent* e = E_SetupWorldEvent();
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e->Thing = actor;
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e->Inflictor = inflictor;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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void DStaticEventHandler::WorldThingDestroyed(AActor* actor)
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingDestroyed)
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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 (func == DStaticEventHandler_WorldThingDestroyed_VMPtr)
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return;
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DWorldEvent* e = E_SetupWorldEvent();
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e->Thing = actor;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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void DStaticEventHandler::WorldLightning()
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{
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IFVIRTUAL(DStaticEventHandler, WorldLightning)
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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 (func == DStaticEventHandler_WorldLightning_VMPtr)
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return;
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DWorldEvent* e = E_SetupWorldEvent();
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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static DRenderEvent* E_SetupRenderEvent()
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{
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static DRenderEvent* e = nullptr;
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if (!e) e = (DRenderEvent*)RUNTIME_CLASS(DRenderEvent)->CreateNew();
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e->ViewPos = ::ViewPos;
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e->ViewAngle = ::ViewAngle;
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e->ViewPitch = ::ViewPitch;
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e->ViewRoll = ::ViewRoll;
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e->FracTic = ::r_TicFracF;
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e->Camera = ::camera;
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return e;
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}
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void DStaticEventHandler::RenderFrame()
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{
|
|
IFVIRTUAL(DStaticEventHandler, RenderFrame)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (func == DStaticEventHandler_RenderFrame_VMPtr)
|
|
return;
|
|
DRenderEvent* e = E_SetupRenderEvent();
|
|
VMValue params[2] = { (DStaticEventHandler*)this, e };
|
|
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
//
|
|
void DStaticEventHandler::OnDestroy()
|
|
{
|
|
E_UnregisterHandler(this);
|
|
Super::OnDestroy();
|
|
}
|
|
/*
|
|
void DStaticRenderEventHandler::Setup()
|
|
{
|
|
ViewPos = ::ViewPos;
|
|
ViewAngle = ::ViewAngle;
|
|
ViewPitch = ::ViewPitch;
|
|
ViewRoll = ::ViewRoll;
|
|
FracTic = ::r_TicFracF;
|
|
Camera = ::camera;
|
|
}
|
|
|
|
void DStaticRenderEventHandler::RenderFrame()
|
|
{
|
|
Setup();
|
|
Super::RenderFrame();
|
|
}
|
|
|
|
void DStaticWorldEventHandler::Setup()
|
|
{
|
|
IsSaveGame = savegamerestore;
|
|
Thing = nullptr;
|
|
}
|
|
|
|
void DStaticWorldEventHandler::WorldLoaded()
|
|
{
|
|
Setup();
|
|
Super::WorldLoaded();
|
|
}
|
|
|
|
void DStaticWorldEventHandler::WorldUnloaded()
|
|
{
|
|
Setup();
|
|
Super::WorldUnloaded();
|
|
}
|
|
|
|
void DStaticWorldEventHandler::WorldThingSpawned(AActor* actor)
|
|
{
|
|
Setup();
|
|
Thing = actor;
|
|
Super::WorldThingSpawned(actor);
|
|
}*/ |