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Implemented RenderOverlay hook that executes directly after level and statusbar
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6a0103a746
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4 changed files with 21 additions and 0 deletions
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@ -900,6 +900,8 @@ void D_Display ()
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{
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{
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NetUpdate (); // send out any new accumulation
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NetUpdate (); // send out any new accumulation
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// normal update
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// normal update
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// draw ZScript UI stuff
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E_RenderOverlay();
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C_DrawConsole (hw2d); // draw console
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C_DrawConsole (hw2d); // draw console
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M_Drawer (); // menu is drawn even on top of everything
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M_Drawer (); // menu is drawn even on top of everything
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FStat::PrintStat ();
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FStat::PrintStat ();
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@ -411,6 +411,7 @@ bool E_CheckUiProcessors()
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// normal event loopers (non-special, argument-less)
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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(RenderFrame)
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DEFINE_EVENT_LOOPER(RenderOverlay)
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DEFINE_EVENT_LOOPER(WorldLightning)
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DEFINE_EVENT_LOOPER(WorldLightning)
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DEFINE_EVENT_LOOPER(WorldTick)
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DEFINE_EVENT_LOOPER(WorldTick)
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@ -589,6 +590,7 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, RenderFrame)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, RenderFrame)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, RenderOverlay)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerEntered)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerEntered)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerRespawned)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerRespawned)
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@ -798,6 +800,19 @@ void DStaticEventHandler::RenderFrame()
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}
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}
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}
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}
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void DStaticEventHandler::RenderOverlay()
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{
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IFVIRTUAL(DStaticEventHandler, RenderOverlay)
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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_RenderOverlay_VMPtr)
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return;
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DRenderEvent* e = E_SetupRenderEvent();
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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 DPlayerEvent* E_SetupPlayerEvent()
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static DPlayerEvent* E_SetupPlayerEvent()
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{
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{
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static DPlayerEvent* e = nullptr;
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static DPlayerEvent* e = nullptr;
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@ -45,6 +45,8 @@ void E_WorldLightning();
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void E_WorldTick();
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void E_WorldTick();
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// called on each render frame once.
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// called on each render frame once.
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void E_RenderFrame();
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void E_RenderFrame();
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// called after everything's been rendered, but before console/menus
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void E_RenderOverlay();
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// this executes when a player enters the level (once). PlayerEnter+inhub = RETURN
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// this executes when a player enters the level (once). PlayerEnter+inhub = RETURN
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void E_PlayerEntered(int num, bool fromhub);
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void E_PlayerEntered(int num, bool fromhub);
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// this executes when a player respawns. includes resurrect cheat.
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// this executes when a player respawns. includes resurrect cheat.
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@ -125,6 +127,7 @@ public:
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//
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//
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void RenderFrame();
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void RenderFrame();
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void RenderOverlay();
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//
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//
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void PlayerEntered(int num, bool fromhub);
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void PlayerEntered(int num, bool fromhub);
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@ -301,6 +301,7 @@ class StaticEventHandler : Object native
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//
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//
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virtual native void RenderFrame(RenderEvent e);
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virtual native void RenderFrame(RenderEvent e);
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virtual native void RenderOverlay(RenderEvent e);
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//
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//
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virtual native void PlayerEntered(PlayerEvent e);
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virtual native void PlayerEntered(PlayerEvent e);
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