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https://github.com/ZDoom/qzdoom.git
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Add "IsFinal" parameter for CheckReplacement.
If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
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parent
4e690b1f60
commit
02926a5567
4 changed files with 17 additions and 7 deletions
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@ -507,10 +507,12 @@ bool E_CheckRequireMouse()
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return false;
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}
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void E_CheckReplacement( PClassActor *replacee, PClassActor **replacement )
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bool E_CheckReplacement( PClassActor *replacee, PClassActor **replacement )
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{
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bool final = false;
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for (DStaticEventHandler *handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->CheckReplacement(replacee,replacement);
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handler->CheckReplacement(replacee,replacement,&final);
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return final;
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}
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// normal event loopers (non-special, argument-less)
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@ -580,6 +582,7 @@ DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, IsManual)
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DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacee)
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DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacement)
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DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, IsFinal)
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DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder)
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{
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@ -1135,18 +1138,19 @@ void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int
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}
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}
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void DStaticEventHandler::CheckReplacement( PClassActor *replacee, PClassActor **replacement )
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void DStaticEventHandler::CheckReplacement( PClassActor *replacee, PClassActor **replacement, bool *final )
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{
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IFVIRTUAL(DStaticEventHandler, CheckReplacement)
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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_CheckReplacement_VMPtr)
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return;
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FReplaceEvent e = { replacee, *replacement };
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FReplaceEvent e = { replacee, *replacement, *final };
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VMValue params[2] = { (DStaticEventHandler*)this, &e };
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VMCall(func, params, 2, nullptr, 0);
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if ( e.Replacement != replacee ) // prevent infinite recursion
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*replacement = e.Replacement;
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*final = e.IsFinal;
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}
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}
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@ -70,7 +70,7 @@ bool E_Responder(const event_t* ev); // splits events into InputProcess and UiPr
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void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manual);
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// called when looking up the replacement for an actor class
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void E_CheckReplacement(PClassActor* replacee, PClassActor** replacement);
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bool E_CheckReplacement(PClassActor* replacee, PClassActor** replacement);
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// send networked event. unified function.
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bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual);
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@ -171,7 +171,7 @@ public:
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void ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual);
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//
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void CheckReplacement(PClassActor* replacee, PClassActor** replacement);
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void CheckReplacement(PClassActor* replacee, PClassActor** replacement, bool* final);
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};
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class DEventHandler : public DStaticEventHandler
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{
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@ -272,6 +272,7 @@ struct FReplaceEvent
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{
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PClassActor* Replacee;
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PClassActor* Replacement;
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bool IsFinal;
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};
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#endif
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@ -427,7 +427,11 @@ PClassActor *PClassActor::GetReplacement(bool lookskill)
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}
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// [MK] ZScript replacement through Event Handlers, has priority over others
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PClassActor *Replacement = ActorInfo()->Replacement;
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E_CheckReplacement(this,&Replacement);
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if ( E_CheckReplacement(this,&Replacement) )
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{
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// [MK] the replacement is final, so don't continue with the chain
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return Replacement ? Replacement : this;
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}
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if (Replacement == nullptr && (!lookskill || skillrepname == NAME_None))
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{
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return this;
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@ -289,6 +289,7 @@ struct ReplaceEvent native version("2.4")
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{
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native readonly Class<Actor> Replacee;
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native Class<Actor> Replacement;
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native bool IsFinal;
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}
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class StaticEventHandler : Object native play version("2.4")
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