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- Lets try fixing the extra tic issue by evaluating the zero delay states at PostBeginPlay. This requires delaying the state cycling until the next tick.
SVN r4234 (trunk)
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90b4480bcd
commit
10934f4d70
1 changed files with 18 additions and 19 deletions
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@ -3498,29 +3498,21 @@ void AActor::Tick ()
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// cycle through states, calling action functions at transitions
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if (tics != -1)
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{
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// you can cycle through multiple states in a tic
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// [BL] If we reach here with a 0 duration state, we
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// have created an extra tic, so account for it.
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int newtics;
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do
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// [RH] Use tics <= 0 instead of == 0 so that spawnstates
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// of 0 tics work as expected.
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if (tics <= 0)
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{
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newtics = --tics;
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// [RH] Use tics <= 0 instead of == 0 so that spawnstates
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// of 0 tics work as expected.
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if (tics <= 0)
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assert (state != NULL);
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if (state == NULL)
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{
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assert (state != NULL);
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if (state == NULL)
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{
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Destroy();
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return;
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}
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if (!SetState (state->GetNextState()))
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return; // freed itself
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Destroy();
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return;
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}
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if (!SetState (state->GetNextState()))
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return; // freed itself
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}
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while (newtics < 0 && tics != -1);
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tics--;
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}
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else
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{
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@ -3991,6 +3983,13 @@ void AActor::PostBeginPlay ()
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Renderer->StateChanged(this);
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}
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PrevAngle = angle;
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// [BL] Run zero-delay spawn states now so that we don't create a tic later
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if(tics == 0 && state)
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{
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if (!SetState (state->GetNextState()))
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return; // freed itself
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}
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}
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void AActor::MarkPrecacheSounds() const
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