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/*
* *
* *
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 2017 ZZYZX
* * All rights reserved .
* *
* * Redistribution and use in source and binary forms , with or without
* * modification , are permitted provided that the following conditions
* * are met :
* *
* * 1. Redistributions of source code must retain the above copyright
* * notice , this list of conditions and the following disclaimer .
* * 2. Redistributions in binary form must reproduce the above copyright
* * notice , this list of conditions and the following disclaimer in the
* * documentation and / or other materials provided with the distribution .
* * 3. The name of the author may not be used to endorse or promote products
* * derived from this software without specific prior written permission .
* *
* * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ` ` AS IS ' ' AND ANY EXPRESS OR
* * IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
* * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED .
* * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT , INDIRECT ,
* * INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT
* * NOT LIMITED TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE ,
* * DATA , OR PROFITS ; OR BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY
* * THEORY OF LIABILITY , WHETHER IN CONTRACT , STRICT LIABILITY , OR TORT
* * ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN ANY WAY OUT OF THE USE OF
* * THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
*/
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# include "events.h"
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# include "vm.h"
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# include "vmintern.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 "actor.h"
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# include "c_dispatch.h"
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# include "d_net.h"
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# include "g_game.h"
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# include "info.h"
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# include "utf8.h"
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EventManager staticEventManager ;
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void EventManager : : CallOnRegister ( )
{
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
{
handler - > OnRegister ( ) ;
}
}
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bool EventManager : : RegisterHandler ( DStaticEventHandler * handler )
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{
if ( handler = = nullptr | | handler - > ObjectFlags & OF_EuthanizeMe )
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return false ;
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if ( CheckHandler ( handler ) )
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return false ;
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handler - > OnRegister ( ) ;
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handler - > owner = this ;
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// link into normal list
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// update: link at specific position based on order.
DStaticEventHandler * before = nullptr ;
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for ( DStaticEventHandler * existinghandler = FirstEventHandler ; existinghandler ; existinghandler = existinghandler - > next )
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{
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if ( existinghandler - > Order > handler - > Order )
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{
before = existinghandler ;
break ;
}
}
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// (Yes, all those write barriers here are really needed!)
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if ( before ! = nullptr )
{
// if before is not null, link it before the existing handler.
// note that before can be first handler, check for this.
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if ( before - > prev ! = nullptr )
{
before - > prev - > next = handler ;
GC : : WriteBarrier ( before - > prev , handler ) ;
}
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handler - > next = before ;
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GC : : WriteBarrier ( handler , before ) ;
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handler - > prev = before - > prev ;
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GC : : WriteBarrier ( handler , before - > prev ) ;
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before - > prev = handler ;
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GC : : WriteBarrier ( before , handler ) ;
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if ( before = = FirstEventHandler )
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{
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FirstEventHandler = handler ;
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GC : : WriteBarrier ( handler ) ;
}
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}
else
{
// so if before is null, it means add last.
// it can also mean that we have no handlers at all yet.
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handler - > prev = LastEventHandler ;
GC : : WriteBarrier ( handler , LastEventHandler ) ;
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handler - > next = nullptr ;
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if ( FirstEventHandler = = nullptr ) FirstEventHandler = handler ;
LastEventHandler = handler ;
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GC : : WriteBarrier ( handler ) ;
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if ( handler - > prev ! = nullptr )
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{
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handler - > prev - > next = handler ;
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GC : : WriteBarrier ( handler - > prev , handler ) ;
}
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}
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if ( handler - > IsStatic ( ) )
{
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handler - > ObjectFlags | = OF_Transient ;
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}
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return true ;
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}
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bool EventManager : : UnregisterHandler ( DStaticEventHandler * handler )
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{
if ( handler = = nullptr | | handler - > ObjectFlags & OF_EuthanizeMe )
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return false ;
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if ( ! CheckHandler ( handler ) )
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return false ;
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handler - > OnUnregister ( ) ;
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// link out of normal list
if ( handler - > prev )
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{
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handler - > prev - > next = handler - > next ;
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GC : : WriteBarrier ( handler - > prev , handler - > next ) ;
}
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if ( handler - > next )
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{
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handler - > next - > prev = handler - > prev ;
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GC : : WriteBarrier ( handler - > next , handler - > prev ) ;
}
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if ( handler = = FirstEventHandler )
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{
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FirstEventHandler = handler - > next ;
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GC : : WriteBarrier ( handler - > next ) ;
}
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if ( handler = = LastEventHandler )
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{
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LastEventHandler = handler - > prev ;
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GC : : WriteBarrier ( handler - > prev ) ;
}
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if ( handler - > IsStatic ( ) )
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{
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handler - > ObjectFlags & = ~ OF_Transient ;
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handler - > Destroy ( ) ;
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}
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return true ;
}
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bool EventManager : : SendNetworkEvent ( FString name , int arg1 , int arg2 , int arg3 , bool manual )
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{
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if ( gamestate ! = GS_LEVEL & & gamestate ! = GS_TITLELEVEL )
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return false ;
Net_WriteByte ( DEM_NETEVENT ) ;
Net_WriteString ( name ) ;
Net_WriteByte ( 3 ) ;
Net_WriteLong ( arg1 ) ;
Net_WriteLong ( arg2 ) ;
Net_WriteLong ( arg3 ) ;
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Net_WriteByte ( manual ) ;
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return true ;
}
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bool EventManager : : CheckHandler ( DStaticEventHandler * handler )
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{
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for ( DStaticEventHandler * lhandler = FirstEventHandler ; lhandler ; lhandler = lhandler - > next )
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if ( handler = = lhandler ) return true ;
return false ;
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}
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bool EventManager : : IsStaticType ( PClass * type )
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{
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assert ( type ! = nullptr ) ;
assert ( type - > IsDescendantOf ( RUNTIME_CLASS ( DStaticEventHandler ) ) ) ;
return ! type - > IsDescendantOf ( RUNTIME_CLASS ( DEventHandler ) ) ;
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}
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static PClass * GetHandlerClass ( const FString & typeName )
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{
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PClass * type = PClass : : FindClass ( typeName ) ;
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if ( type = = nullptr )
{
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I_Error ( " Fatal: unknown event handler class %s " , typeName . GetChars ( ) ) ;
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}
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else if ( ! type - > IsDescendantOf ( RUNTIME_CLASS ( DStaticEventHandler ) ) )
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{
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I_Error ( " Fatal: event handler class %s is not derived from StaticEventHandler " , typeName . GetChars ( ) ) ;
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}
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return type ;
}
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void EventManager : : InitHandler ( PClass * type )
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{
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// check if type already exists, don't add twice.
bool typeExists = false ;
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for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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{
if ( handler - > IsA ( type ) )
{
typeExists = true ;
break ;
}
}
if ( typeExists ) return ;
DStaticEventHandler * handler = ( DStaticEventHandler * ) type - > CreateNew ( ) ;
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RegisterHandler ( handler ) ;
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}
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void EventManager : : InitStaticHandlers ( FLevelLocals * l , bool map )
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{
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// don't initialize map handlers if restoring from savegame.
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if ( savegamerestore )
return ;
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// just make sure
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Shutdown ( ) ;
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Level = l ;
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// initialize event handlers from gameinfo
for ( const FString & typeName : gameinfo . EventHandlers )
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{
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PClass * type = GetHandlerClass ( typeName ) ;
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// don't init the really global stuff here on startup initialization.
// don't init map-local global stuff here on level setup.
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if ( map = = IsStaticType ( type ) )
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continue ;
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InitHandler ( type ) ;
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}
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if ( ! map )
return ;
// initialize event handlers from mapinfo
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for ( const FString & typeName : Level - > info - > EventHandlers )
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{
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PClass * type = GetHandlerClass ( typeName ) ;
if ( IsStaticType ( type ) )
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I_Error ( " Fatal: invalid event handler class %s in MAPINFO! \n Map-specific event handlers cannot be static. \n " , typeName . GetChars ( ) ) ;
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InitHandler ( type ) ;
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}
}
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void EventManager : : Shutdown ( )
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{
// delete handlers.
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TArray < DStaticEventHandler * > list ;
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for ( DStaticEventHandler * handler = LastEventHandler ; handler ; handler = handler - > prev )
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{
list . Push ( handler ) ;
}
for ( auto handler : list )
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{
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handler - > Destroy ( ) ;
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}
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FirstEventHandler = LastEventHandler = nullptr ;
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}
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# define DEFINE_EVENT_LOOPER(name, play) void EventManager::name() \
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{ \
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if ( ShouldCallStatic ( play ) ) staticEventManager . name ( ) ; \
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for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next ) \
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handler - > name ( ) ; \
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}
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// note for the functions below.
// *Unsafe is executed on EVERY map load/close, including savegame loading, etc.
// 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.
// Because the main point of safe WorldLoaded/Unloading is that it will be preserved in savegames.
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void EventManager : : WorldLoaded ( )
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{
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for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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{
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if ( ! handler - > IsStatic ( ) & & savegamerestore ) continue ; // don't execute WorldLoaded for handlers loaded from the savegame.
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handler - > WorldLoaded ( ) ;
}
}
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void EventManager : : WorldUnloaded ( const FString & nextmap )
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{
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for ( DStaticEventHandler * handler = LastEventHandler ; handler ; handler = handler - > prev )
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{
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handler - > WorldUnloaded ( nextmap ) ;
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}
}
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bool EventManager : : ShouldCallStatic ( bool forplay )
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{
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return this ! = & staticEventManager & & Level = = primaryLevel ;
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}
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void EventManager : : WorldThingSpawned ( AActor * actor )
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if ( actor - > ObjectFlags & OF_EuthanizeMe )
return ;
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if ( ShouldCallStatic ( true ) ) staticEventManager . WorldThingSpawned ( actor ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > WorldThingSpawned ( actor ) ;
}
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void EventManager : : WorldThingDied ( AActor * actor , AActor * inflictor )
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{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if ( actor - > ObjectFlags & OF_EuthanizeMe )
return ;
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if ( ShouldCallStatic ( true ) ) staticEventManager . WorldThingDied ( actor , inflictor ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > WorldThingDied ( actor , inflictor ) ;
}
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void EventManager : : WorldThingGround ( AActor * actor , FState * st )
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{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if ( actor - > ObjectFlags & OF_EuthanizeMe )
return ;
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if ( ShouldCallStatic ( true ) ) staticEventManager . WorldThingGround ( actor , st ) ;
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for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > WorldThingGround ( actor , st ) ;
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}
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void EventManager : : WorldThingRevived ( AActor * actor )
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{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if ( actor - > ObjectFlags & OF_EuthanizeMe )
return ;
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if ( ShouldCallStatic ( true ) ) staticEventManager . WorldThingRevived ( actor ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > WorldThingRevived ( actor ) ;
}
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void EventManager : : WorldThingDamaged ( AActor * actor , AActor * inflictor , AActor * source , int damage , FName mod , int flags , DAngle angle )
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{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if ( actor - > ObjectFlags & OF_EuthanizeMe )
return ;
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if ( ShouldCallStatic ( true ) ) staticEventManager . WorldThingDamaged ( actor , inflictor , source , damage , mod , flags , angle ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > WorldThingDamaged ( actor , inflictor , source , damage , mod , flags , angle ) ;
}
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void EventManager : : WorldThingDestroyed ( AActor * actor )
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{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if ( actor - > ObjectFlags & OF_EuthanizeMe )
return ;
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// don't call anything for non-spawned things (i.e. those that were created, but immediately destroyed)
// this is because Destroyed should be reverse of Spawned. we don't want to catch random inventory give failures.
if ( ! ( actor - > ObjectFlags & OF_Spawned ) )
return ;
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for ( DStaticEventHandler * handler = LastEventHandler ; handler ; handler = handler - > prev )
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handler - > WorldThingDestroyed ( actor ) ;
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if ( ShouldCallStatic ( true ) ) staticEventManager . WorldThingDestroyed ( actor ) ;
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}
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void EventManager : : WorldLinePreActivated ( line_t * line , AActor * actor , int activationType , bool * shouldactivate )
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{
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if ( ShouldCallStatic ( true ) ) staticEventManager . WorldLinePreActivated ( line , actor , activationType , shouldactivate ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > WorldLinePreActivated ( line , actor , activationType , shouldactivate ) ;
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}
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void EventManager : : WorldLineActivated ( line_t * line , AActor * actor , int activationType )
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{
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if ( ShouldCallStatic ( true ) ) staticEventManager . WorldLineActivated ( line , actor , activationType ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > WorldLineActivated ( line , actor , activationType ) ;
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}
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int EventManager : : WorldSectorDamaged ( sector_t * sector , AActor * source , int damage , FName damagetype , int part , DVector3 position , bool isradius )
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{
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if ( ShouldCallStatic ( true ) ) staticEventManager . WorldSectorDamaged ( sector , source , damage , damagetype , part , position , isradius ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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damage = handler - > WorldSectorDamaged ( sector , source , damage , damagetype , part , position , isradius ) ;
return damage ;
}
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int EventManager : : WorldLineDamaged ( line_t * line , AActor * source , int damage , FName damagetype , int side , DVector3 position , bool isradius )
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{
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if ( ShouldCallStatic ( true ) ) staticEventManager . WorldLineDamaged ( line , source , damage , damagetype , side , position , isradius ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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damage = handler - > WorldLineDamaged ( line , source , damage , damagetype , side , position , isradius ) ;
return damage ;
}
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void EventManager : : PlayerEntered ( int num , bool fromhub )
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{
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// this event can happen during savegamerestore. make sure that local handlers don't receive it.
// actually, global handlers don't want it too.
if ( savegamerestore & & ! fromhub )
return ;
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if ( ShouldCallStatic ( true ) ) staticEventManager . PlayerEntered ( num , fromhub ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > PlayerEntered ( num , fromhub ) ;
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}
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void EventManager : : PlayerSpawned ( int num )
{
if ( ShouldCallStatic ( true ) ) staticEventManager . PlayerSpawned ( num ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
handler - > PlayerSpawned ( num ) ;
}
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void EventManager : : PlayerRespawned ( int num )
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{
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if ( ShouldCallStatic ( true ) ) staticEventManager . PlayerRespawned ( num ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > PlayerRespawned ( num ) ;
}
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void EventManager : : PlayerDied ( int num )
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{
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if ( ShouldCallStatic ( true ) ) staticEventManager . PlayerDied ( num ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > PlayerDied ( num ) ;
}
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void EventManager : : PlayerDisconnected ( int num )
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{
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for ( DStaticEventHandler * handler = LastEventHandler ; handler ; handler = handler - > prev )
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handler - > PlayerDisconnected ( num ) ;
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if ( ShouldCallStatic ( true ) ) staticEventManager . PlayerDisconnected ( num ) ;
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}
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bool EventManager : : Responder ( const event_t * ev )
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{
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bool uiProcessorsFound = false ;
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// FIRST, check if there are UI processors
// if there are, block mouse input
for ( DStaticEventHandler * handler = LastEventHandler ; handler ; handler = handler - > prev )
{
if ( handler - > IsUiProcessor )
{
uiProcessorsFound = true ;
break ;
}
}
// if this was an input mouse event (occasionally happens) we need to block it without showing it to the modder.
bool isUiMouseEvent = ( ev - > type = = EV_GUI_Event & & ev - > subtype > = EV_GUI_FirstMouseEvent & & ev - > subtype < = EV_GUI_LastMouseEvent ) ;
bool isInputMouseEvent = ( ev - > type = = EV_Mouse ) | | // input mouse movement
( ( ev - > type = = EV_KeyDown | | ev - > type = = EV_KeyUp ) & & ev - > data1 > = KEY_MOUSE1 & & ev - > data1 < = KEY_MOUSE8 ) ; // or input mouse click
if ( isInputMouseEvent & & uiProcessorsFound )
return true ; // block event from propagating
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if ( ev - > type = = EV_GUI_Event )
{
// iterate handlers back to front by order, and give them this event.
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for ( DStaticEventHandler * handler = LastEventHandler ; handler ; handler = handler - > prev )
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{
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if ( handler - > IsUiProcessor )
{
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if ( isUiMouseEvent & & ! handler - > RequireMouse )
continue ; // don't provide mouse event if not requested
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if ( handler - > UiProcess ( ev ) )
return true ; // event was processed
}
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}
}
else
{
// not sure if we want to handle device changes, but whatevs.
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for ( DStaticEventHandler * handler = LastEventHandler ; handler ; handler = handler - > prev )
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{
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// do not process input events for UI
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if ( handler - > IsUiProcessor )
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continue ;
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if ( handler - > InputProcess ( ev ) )
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return true ; // event was processed
}
}
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if ( ShouldCallStatic ( false ) ) uiProcessorsFound = staticEventManager . Responder ( ev ) ;
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return false ;
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}
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void EventManager : : Console ( int player , FString name , int arg1 , int arg2 , int arg3 , bool manual )
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{
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if ( ShouldCallStatic ( false ) ) staticEventManager . Console ( player , name , arg1 , arg2 , arg3 , manual ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > ConsoleProcess ( player , name , arg1 , arg2 , arg3 , manual ) ;
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}
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void EventManager : : RenderOverlay ( EHudState state )
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{
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if ( ShouldCallStatic ( false ) ) staticEventManager . RenderOverlay ( state ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > RenderOverlay ( state ) ;
}
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void EventManager : : RenderUnderlay ( EHudState state )
{
if ( ShouldCallStatic ( false ) ) staticEventManager . RenderUnderlay ( state ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
handler - > RenderUnderlay ( state ) ;
}
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bool EventManager : : CheckUiProcessors ( )
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{
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if ( ShouldCallStatic ( false ) )
{
if ( staticEventManager . CheckUiProcessors ( ) ) return true ;
}
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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if ( handler - > IsUiProcessor )
return true ;
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return false ;
}
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bool EventManager : : CheckRequireMouse ( )
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{
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if ( ShouldCallStatic ( false ) )
{
if ( staticEventManager . CheckRequireMouse ( ) ) return true ;
}
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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if ( handler - > IsUiProcessor & & handler - > RequireMouse )
return true ;
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return false ;
}
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bool EventManager : : CheckReplacement ( PClassActor * replacee , PClassActor * * replacement )
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{
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bool final = false ;
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// This is play scope but unlike in-game events needs to be handled like UI by static handlers.
if ( ShouldCallStatic ( false ) ) final = staticEventManager . CheckReplacement ( replacee , replacement ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > CheckReplacement ( replacee , replacement , & final ) ;
return final ;
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}
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bool EventManager : : CheckReplacee ( PClassActor * * replacee , PClassActor * replacement )
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{
bool final = false ;
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if ( ShouldCallStatic ( false ) ) final = staticEventManager . CheckReplacee ( replacee , replacement ) ;
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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handler - > CheckReplacee ( replacee , replacement , & final ) ;
return final ;
}
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void EventManager : : NewGame ( )
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{
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//This is called separately for static and local handlers, so no forwarding here.
for ( DStaticEventHandler * handler = FirstEventHandler ; handler ; handler = handler - > next )
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{
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handler - > NewGame ( ) ;
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}
}
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// normal event loopers (non-special, argument-less)
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DEFINE_EVENT_LOOPER ( RenderFrame , false )
DEFINE_EVENT_LOOPER ( WorldLightning , true )
DEFINE_EVENT_LOOPER ( WorldTick , true )
DEFINE_EVENT_LOOPER ( UiTick , false )
DEFINE_EVENT_LOOPER ( PostUiTick , false )
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// declarations
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IMPLEMENT_CLASS ( DStaticEventHandler , false , true ) ;
IMPLEMENT_POINTERS_START ( DStaticEventHandler )
IMPLEMENT_POINTER ( next )
IMPLEMENT_POINTER ( prev )
IMPLEMENT_POINTERS_END
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IMPLEMENT_CLASS ( DEventHandler , false , false ) ;
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DEFINE_FIELD_X ( StaticEventHandler , DStaticEventHandler , Order ) ;
DEFINE_FIELD_X ( StaticEventHandler , DStaticEventHandler , IsUiProcessor ) ;
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DEFINE_FIELD_X ( StaticEventHandler , DStaticEventHandler , RequireMouse ) ;
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DEFINE_FIELD_X ( RenderEvent , FRenderEvent , ViewPos ) ;
DEFINE_FIELD_X ( RenderEvent , FRenderEvent , ViewAngle ) ;
DEFINE_FIELD_X ( RenderEvent , FRenderEvent , ViewPitch ) ;
DEFINE_FIELD_X ( RenderEvent , FRenderEvent , ViewRoll ) ;
DEFINE_FIELD_X ( RenderEvent , FRenderEvent , FracTic ) ;
DEFINE_FIELD_X ( RenderEvent , FRenderEvent , Camera ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , IsSaveGame ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , IsReopen ) ;
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DEFINE_FIELD_X ( WorldEvent , FWorldEvent , NextMap ) ;
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DEFINE_FIELD_X ( WorldEvent , FWorldEvent , Thing ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , Inflictor ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , Damage ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , DamageSource ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , DamageType ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , DamageFlags ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , DamageAngle ) ;
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DEFINE_FIELD_X ( WorldEvent , FWorldEvent , ActivatedLine ) ;
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DEFINE_FIELD_X ( WorldEvent , FWorldEvent , ActivationType ) ;
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DEFINE_FIELD_X ( WorldEvent , FWorldEvent , ShouldActivate ) ;
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DEFINE_FIELD_X ( WorldEvent , FWorldEvent , DamageSectorPart ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , DamageLine ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , DamageSector ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , DamageLineSide ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , DamagePosition ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , DamageIsRadius ) ;
DEFINE_FIELD_X ( WorldEvent , FWorldEvent , NewDamage ) ;
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DEFINE_FIELD_X ( WorldEvent , FWorldEvent , CrushedState ) ;
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DEFINE_FIELD_X ( PlayerEvent , FPlayerEvent , PlayerNumber ) ;
DEFINE_FIELD_X ( PlayerEvent , FPlayerEvent , IsReturn ) ;
DEFINE_FIELD_X ( ConsoleEvent , FConsoleEvent , Player )
DEFINE_FIELD_X ( ConsoleEvent , FConsoleEvent , Name )
DEFINE_FIELD_X ( ConsoleEvent , FConsoleEvent , Args )
DEFINE_FIELD_X ( ConsoleEvent , FConsoleEvent , IsManual )
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DEFINE_FIELD_X ( ReplaceEvent , FReplaceEvent , Replacee )
DEFINE_FIELD_X ( ReplaceEvent , FReplaceEvent , Replacement )
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DEFINE_FIELD_X ( ReplaceEvent , FReplaceEvent , IsFinal )
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DEFINE_FIELD_X ( ReplacedEvent , FReplacedEvent , Replacee )
DEFINE_FIELD_X ( ReplacedEvent , FReplacedEvent , Replacement )
DEFINE_FIELD_X ( ReplacedEvent , FReplacedEvent , IsFinal )
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DEFINE_ACTION_FUNCTION ( DStaticEventHandler , SetOrder )
{
PARAM_SELF_PROLOGUE ( DStaticEventHandler ) ;
PARAM_INT ( order ) ;
self - > Order = order ;
return 0 ;
}
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DEFINE_ACTION_FUNCTION ( DEventHandler , SendNetworkEvent )
{
PARAM_PROLOGUE ;
PARAM_STRING ( name ) ;
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PARAM_INT ( arg1 ) ;
PARAM_INT ( arg2 ) ;
PARAM_INT ( arg3 ) ;
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//
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ACTION_RETURN_BOOL ( currentVMLevel - > localEventManager - > SendNetworkEvent ( name , arg1 , arg2 , arg3 , false ) ) ;
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}
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DEFINE_ACTION_FUNCTION ( DEventHandler , Find )
{
PARAM_PROLOGUE ;
PARAM_CLASS ( t , DStaticEventHandler ) ;
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for ( DStaticEventHandler * handler = currentVMLevel - > localEventManager - > FirstEventHandler ; handler ; handler = handler - > next )
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if ( handler - > GetClass ( ) = = t ) // check precise class
ACTION_RETURN_OBJECT ( handler ) ;
ACTION_RETURN_OBJECT ( nullptr ) ;
}
// we might later want to change this
DEFINE_ACTION_FUNCTION ( DStaticEventHandler , Find )
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{
PARAM_PROLOGUE ;
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PARAM_CLASS ( t , DStaticEventHandler ) ;
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for ( DStaticEventHandler * handler = staticEventManager . FirstEventHandler ; handler ; handler = handler - > next )
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if ( handler - > GetClass ( ) = = t ) // check precise class
ACTION_RETURN_OBJECT ( handler ) ;
ACTION_RETURN_OBJECT ( nullptr ) ;
}
2017-02-02 17:57:00 +00:00
2018-11-29 17:46:28 +00:00
// Check if the handler implements a callback for this event. This is used to avoid setting up the data for any event that the handler won't process
static bool isEmpty ( VMFunction * func )
{
auto code = static_cast < VMScriptFunction * > ( func ) - > Code ;
return ( code = = nullptr | | code - > word = = ( 0x00808000 | OP_RET ) ) ;
}
2018-08-15 15:46:03 +00:00
2018-11-29 17:46:28 +00:00
static bool isEmptyInt ( VMFunction * func )
{
auto code = static_cast < VMScriptFunction * > ( func ) - > Code ;
return ( code = = nullptr | | code - > word = = ( 0x00048000 | OP_RET ) ) ;
}
2018-09-15 02:57:07 +00:00
2017-01-31 00:07:00 +00:00
// ===========================================
//
// Event handlers
//
// ===========================================
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void DStaticEventHandler : : OnRegister ( )
{
IFVIRTUAL ( DStaticEventHandler , OnRegister )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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VMValue params [ 1 ] = { ( DStaticEventHandler * ) this } ;
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VMCall ( func , params , 1 , nullptr , 0 ) ;
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}
}
void DStaticEventHandler : : OnUnregister ( )
{
IFVIRTUAL ( DStaticEventHandler , OnUnregister )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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VMValue params [ 1 ] = { ( DStaticEventHandler * ) this } ;
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VMCall ( func , params , 1 , nullptr , 0 ) ;
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}
}
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FWorldEvent EventManager : : SetupWorldEvent ( )
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{
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FWorldEvent e ;
e . IsSaveGame = savegamerestore ;
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e . IsReopen = Level - > FromSnapshot & & ! savegamerestore ; // each one by itself isnt helpful, but with hub load we have savegamerestore==0 and level.FromSnapshot==1.
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e . DamageAngle = 0.0 ;
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return e ;
}
void DStaticEventHandler : : WorldLoaded ( )
{
IFVIRTUAL ( DStaticEventHandler , WorldLoaded )
{
// 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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VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
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void DStaticEventHandler : : WorldUnloaded ( const FString & nextmap )
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{
IFVIRTUAL ( DStaticEventHandler , WorldUnloaded )
{
// 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 . NextMap = nextmap ;
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VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
void DStaticEventHandler : : WorldThingSpawned ( AActor * actor )
{
IFVIRTUAL ( DStaticEventHandler , WorldThingSpawned )
{
// 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 ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
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void DStaticEventHandler : : WorldThingDied ( AActor * actor , AActor * inflictor )
{
IFVIRTUAL ( DStaticEventHandler , WorldThingDied )
{
// 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 ;
e . Inflictor = inflictor ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
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void DStaticEventHandler : : WorldThingGround ( AActor * actor , FState * st )
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{
IFVIRTUAL ( DStaticEventHandler , WorldThingGround )
{
// don't create excessive DObjects if not going to be processed anyway
if ( isEmpty ( func ) ) return ;
FWorldEvent e = owner - > SetupWorldEvent ( ) ;
e . Thing = actor ;
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e . CrushedState = st ;
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VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
VMCall ( func , params , 2 , nullptr , 0 ) ;
}
}
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void DStaticEventHandler : : WorldThingRevived ( AActor * actor )
{
IFVIRTUAL ( DStaticEventHandler , WorldThingRevived )
{
// 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 ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
void DStaticEventHandler : : WorldThingDamaged ( AActor * actor , AActor * inflictor , AActor * source , int damage , FName mod , int flags , DAngle angle )
{
IFVIRTUAL ( DStaticEventHandler , WorldThingDamaged )
{
// 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 . Inflictor = inflictor ;
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e . Damage = damage ;
e . DamageSource = source ;
e . DamageType = mod ;
e . DamageFlags = flags ;
e . DamageAngle = angle ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
void DStaticEventHandler : : WorldThingDestroyed ( AActor * actor )
{
IFVIRTUAL ( DStaticEventHandler , WorldThingDestroyed )
{
// 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 ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
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void DStaticEventHandler : : WorldLinePreActivated ( line_t * line , AActor * actor , int activationType , bool * shouldactivate )
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{
IFVIRTUAL ( DStaticEventHandler , WorldLinePreActivated )
{
// 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 ;
e . ActivatedLine = line ;
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e . ActivationType = activationType ;
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e . ShouldActivate = * shouldactivate ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
VMCall ( func , params , 2 , nullptr , 0 ) ;
* shouldactivate = e . ShouldActivate ;
}
}
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void DStaticEventHandler : : WorldLineActivated ( line_t * line , AActor * actor , int activationType )
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{
IFVIRTUAL ( DStaticEventHandler , WorldLineActivated )
{
// 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 ;
e . ActivatedLine = line ;
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e . ActivationType = activationType ;
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VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
VMCall ( func , params , 2 , nullptr , 0 ) ;
}
}
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int DStaticEventHandler : : WorldSectorDamaged ( sector_t * sector , AActor * source , int damage , FName damagetype , int part , DVector3 position , bool isradius )
{
IFVIRTUAL ( DStaticEventHandler , WorldSectorDamaged )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return damage ;
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FWorldEvent e = owner - > SetupWorldEvent ( ) ;
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e . DamageSource = source ;
e . DamageSector = sector ;
e . NewDamage = e . Damage = damage ;
e . DamageType = damagetype ;
e . DamageSectorPart = part ;
e . DamagePosition = position ;
e . DamageIsRadius = isradius ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
VMCall ( func , params , 2 , nullptr , 0 ) ;
return e . NewDamage ;
}
return damage ;
}
int DStaticEventHandler : : WorldLineDamaged ( line_t * line , AActor * source , int damage , FName damagetype , int side , DVector3 position , bool isradius )
{
IFVIRTUAL ( DStaticEventHandler , WorldLineDamaged )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return damage ;
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FWorldEvent e = owner - > SetupWorldEvent ( ) ;
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e . DamageSource = source ;
e . DamageLine = line ;
e . NewDamage = e . Damage = damage ;
e . DamageType = damagetype ;
e . DamageLineSide = side ;
e . DamagePosition = position ;
e . DamageIsRadius = isradius ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
VMCall ( func , params , 2 , nullptr , 0 ) ;
return e . NewDamage ;
}
return damage ;
}
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void DStaticEventHandler : : WorldLightning ( )
{
IFVIRTUAL ( DStaticEventHandler , WorldLightning )
{
// 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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VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
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void DStaticEventHandler : : WorldTick ( )
{
IFVIRTUAL ( DStaticEventHandler , WorldTick )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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VMValue params [ 1 ] = { ( DStaticEventHandler * ) this } ;
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VMCall ( func , params , 1 , nullptr , 0 ) ;
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}
}
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FRenderEvent EventManager : : SetupRenderEvent ( )
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{
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FRenderEvent e ;
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auto & vp = r_viewpoint ;
e . ViewPos = vp . Pos ;
e . ViewAngle = vp . Angles . Yaw ;
e . ViewPitch = vp . Angles . Pitch ;
e . ViewRoll = vp . Angles . Roll ;
e . FracTic = vp . TicFrac ;
e . Camera = vp . camera ;
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return e ;
}
void DStaticEventHandler : : RenderFrame ( )
{
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/* This is intentionally and permanently disabled.
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IFVIRTUAL ( DStaticEventHandler , RenderFrame )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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FRenderEvent e = owner - > SetupRenderEvent ;
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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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}
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void DStaticEventHandler : : RenderOverlay ( EHudState state )
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{
IFVIRTUAL ( DStaticEventHandler , RenderOverlay )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
FRenderEvent e = owner - > SetupRenderEvent ( ) ;
e . HudState = int ( state ) ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
VMCall ( func , params , 2 , nullptr , 0 ) ;
}
}
void DStaticEventHandler : : RenderUnderlay ( EHudState state )
{
IFVIRTUAL ( DStaticEventHandler , RenderUnderlay )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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FRenderEvent e = owner - > SetupRenderEvent ( ) ;
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e . HudState = int ( state ) ;
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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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void DStaticEventHandler : : PlayerEntered ( int num , bool fromhub )
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{
IFVIRTUAL ( DStaticEventHandler , PlayerEntered )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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FPlayerEvent e = { num , fromhub } ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
}
}
void DStaticEventHandler : : PlayerSpawned ( int num )
{
IFVIRTUAL ( DStaticEventHandler , PlayerSpawned )
{
// don't create excessive DObjects if not going to be processed anyway
if ( isEmpty ( func ) ) return ;
FPlayerEvent e = { num , false } ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
void DStaticEventHandler : : PlayerRespawned ( int num )
{
IFVIRTUAL ( DStaticEventHandler , PlayerRespawned )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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FPlayerEvent e = { num , false } ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
void DStaticEventHandler : : PlayerDied ( int num )
{
IFVIRTUAL ( DStaticEventHandler , PlayerDied )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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FPlayerEvent e = { num , false } ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
void DStaticEventHandler : : PlayerDisconnected ( int num )
{
IFVIRTUAL ( DStaticEventHandler , PlayerDisconnected )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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FPlayerEvent e = { num , false } ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
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bool DStaticEventHandler : : UiProcess ( const event_t * ev )
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{
IFVIRTUAL ( DStaticEventHandler , UiProcess )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmptyInt ( func ) ) return false ;
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FUiEvent e = ev ;
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int processed ;
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 ;
}
return false ;
}
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bool DStaticEventHandler : : InputProcess ( const event_t * ev )
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{
IFVIRTUAL ( DStaticEventHandler , InputProcess )
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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 ( isEmptyInt ( func ) ) return false ;
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FInputEvent e = ev ;
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//
int processed ;
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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void DStaticEventHandler : : UiTick ( )
{
IFVIRTUAL ( DStaticEventHandler , UiTick )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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VMValue params [ 1 ] = { ( DStaticEventHandler * ) this } ;
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VMCall ( func , params , 1 , nullptr , 0 ) ;
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}
}
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void DStaticEventHandler : : PostUiTick ( )
{
IFVIRTUAL ( DStaticEventHandler , PostUiTick )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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VMValue params [ 1 ] = { ( DStaticEventHandler * ) this } ;
VMCall ( func , params , 1 , nullptr , 0 ) ;
}
}
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void DStaticEventHandler : : ConsoleProcess ( int player , FString name , int arg1 , int arg2 , int arg3 , bool manual )
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{
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if ( player < 0 )
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{
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IFVIRTUAL ( DStaticEventHandler , ConsoleProcess )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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FConsoleEvent e ;
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//
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e . Player = player ;
e . Name = name ;
e . Args [ 0 ] = arg1 ;
e . Args [ 1 ] = arg2 ;
e . Args [ 2 ] = arg3 ;
e . IsManual = manual ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
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VMCall ( func , params , 2 , nullptr , 0 ) ;
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}
}
else
{
IFVIRTUAL ( DStaticEventHandler , NetworkProcess )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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FConsoleEvent e ;
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//
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e . Player = player ;
e . Name = name ;
e . Args [ 0 ] = arg1 ;
e . Args [ 1 ] = arg2 ;
e . Args [ 2 ] = arg3 ;
e . IsManual = manual ;
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 : : CheckReplacement ( PClassActor * replacee , PClassActor * * replacement , bool * final )
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{
IFVIRTUAL ( DStaticEventHandler , CheckReplacement )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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FReplaceEvent e = { replacee , * replacement , * final } ;
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VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
VMCall ( func , params , 2 , nullptr , 0 ) ;
if ( e . Replacement ! = replacee ) // prevent infinite recursion
* replacement = e . Replacement ;
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* final = e . IsFinal ;
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}
}
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void DStaticEventHandler : : CheckReplacee ( PClassActor * * replacee , PClassActor * replacement , bool * final )
{
IFVIRTUAL ( DStaticEventHandler , CheckReplacee )
{
// don't create excessive DObjects if not going to be processed anyway
if ( isEmpty ( func ) ) return ;
FReplacedEvent e = { * replacee , replacement , * final } ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , & e } ;
VMCall ( func , params , 2 , nullptr , 0 ) ;
if ( e . Replacee ! = replacement ) // prevent infinite recursion
* replacee = e . Replacee ;
* final = e . IsFinal ;
}
}
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void DStaticEventHandler : : NewGame ( )
{
IFVIRTUAL ( DStaticEventHandler , NewGame )
{
// don't create excessive DObjects if not going to be processed anyway
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if ( isEmpty ( func ) ) return ;
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VMValue params [ 1 ] = { ( DStaticEventHandler * ) this } ;
VMCall ( func , params , 1 , nullptr , 0 ) ;
}
}
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//
void DStaticEventHandler : : OnDestroy ( )
{
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if ( owner )
owner - > UnregisterHandler ( this ) ;
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Super : : OnDestroy ( ) ;
}
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// console stuff
// this is kinda like puke, except it distinguishes between local events and playsim events.
CCMD ( event )
{
int argc = argv . argc ( ) ;
if ( argc < 2 | | argc > 5 )
{
Printf ( " Usage: event <name> [arg1] [arg2] [arg3] \n " ) ;
}
else
{
int arg [ 3 ] = { 0 , 0 , 0 } ;
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int argn = min < int > ( argc - 2 , countof ( arg ) ) ;
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for ( int i = 0 ; i < argn ; i + + )
arg [ i ] = atoi ( argv [ 2 + i ] ) ;
// call locally
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primaryLevel - > localEventManager - > Console ( - 1 , argv [ 1 ] , arg [ 0 ] , arg [ 1 ] , arg [ 2 ] , true ) ;
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}
}
CCMD ( netevent )
{
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if ( gamestate ! = GS_LEVEL /* && gamestate != GS_TITLELEVEL*/ ) // not sure if this should work in title level, but probably not, because this is for actual playing
{
2019-05-18 08:35:05 +00:00
DPrintf ( DMSG_SPAMMY , " netevent cannot be used outside of a map. \n " ) ;
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return ;
}
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int argc = argv . argc ( ) ;
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if ( argc < 2 | | argc > 5 )
{
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Printf ( " Usage: netevent <name> [arg1] [arg2] [arg3] \n " ) ;
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}
else
{
int arg [ 3 ] = { 0 , 0 , 0 } ;
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int argn = min < int > ( argc - 2 , countof ( arg ) ) ;
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for ( int i = 0 ; i < argn ; i + + )
arg [ i ] = atoi ( argv [ 2 + i ] ) ;
// call networked
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primaryLevel - > localEventManager - > SendNetworkEvent ( argv [ 1 ] , arg [ 0 ] , arg [ 1 ] , arg [ 2 ] , true ) ;
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}
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}