mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 08:30:49 +00:00
This commit is contained in:
commit
2583c94444
13 changed files with 141 additions and 187 deletions
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@ -1216,7 +1216,6 @@ set (PCH_SOURCES
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g_shared/a_movingcamera.cpp
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g_shared/a_movingcamera.cpp
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g_shared/a_quake.cpp
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g_shared/a_quake.cpp
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g_shared/a_randomspawner.cpp
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g_shared/a_randomspawner.cpp
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g_shared/a_sectoraction.cpp
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g_shared/a_skies.cpp
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g_shared/a_skies.cpp
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g_shared/a_soundenvironment.cpp
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g_shared/a_soundenvironment.cpp
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g_shared/a_soundsequence.cpp
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g_shared/a_soundsequence.cpp
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@ -2228,11 +2228,13 @@ bool AM_Check3DFloors(line_t *line)
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// If needUseActivated is true, the special must be activated by use.
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// If needUseActivated is true, the special must be activated by use.
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bool AM_checkSectorActions (sector_t *sector, bool (*function)(int, int *), int *specialptr, int **argsptr, bool needUseActivated)
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bool AM_checkSectorActions (sector_t *sector, bool (*function)(int, int *), int *specialptr, int **argsptr, bool needUseActivated)
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{
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{
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for (ASectorAction* action = sector->SecActTarget; action; action = barrier_cast<ASectorAction *>(action->tracer))
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// This code really stands in the way of a more generic and flexible implementation of sector actions because it makes far too many assumptions
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// about their internal workings. Well, it can't be helped. Let's just hope that nobody abuses the special and the health field in a way that breaks this.
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for (AActor* action = sector->SecActTarget; action; action = action->tracer)
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{
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{
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if ((action->IsActivatedByUse() || false == needUseActivated)
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if (((action->health & (SECSPAC_Use | SECSPAC_UseWall)) || false == needUseActivated)
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&& (*function)(action->special, action->args)
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&& (*function)(action->special, action->args)
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&& action->CanTrigger (players[consoleplayer].mo))
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&& !(action->flags & MF_FRIENDLY))
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{
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{
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*specialptr = action->special;
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*specialptr = action->special;
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*argsptr = action->args;
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*argsptr = action->args;
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@ -2726,7 +2726,7 @@ void D_DoomMain (void)
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restart++;
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restart++;
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PClass::bShutdown = false;
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PClass::bShutdown = false;
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PClass::bShuttingDown = false;
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PClass::bVMOperational = false;
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}
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}
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while (1);
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while (1);
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}
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}
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@ -354,7 +354,7 @@ DObject::~DObject ()
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void DObject:: Destroy ()
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void DObject:: Destroy ()
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{
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{
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// We cannot call the VM during shutdown because all the needed data has been or is in the process of being deleted.
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// We cannot call the VM during shutdown because all the needed data has been or is in the process of being deleted.
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if (!PClass::bShuttingDown)
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if (PClass::bVMOperational)
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{
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{
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IFVIRTUAL(DObject, OnDestroy)
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IFVIRTUAL(DObject, OnDestroy)
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{
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{
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@ -495,7 +495,7 @@ size_t DObject::StaticPointerSubstitution (DObject *old, DObject *notOld, bool s
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#define SECTOR_CHECK(f,t) \
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#define SECTOR_CHECK(f,t) \
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if (sec.f.p == static_cast<t *>(old)) { sec.f = static_cast<t *>(notOld); changed++; }
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if (sec.f.p == static_cast<t *>(old)) { sec.f = static_cast<t *>(notOld); changed++; }
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SECTOR_CHECK( SoundTarget, AActor );
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SECTOR_CHECK( SoundTarget, AActor );
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SECTOR_CHECK( SecActTarget, ASectorAction );
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SECTOR_CHECK( SecActTarget, AActor );
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SECTOR_CHECK( floordata, DSectorEffect );
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SECTOR_CHECK( floordata, DSectorEffect );
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SECTOR_CHECK( ceilingdata, DSectorEffect );
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SECTOR_CHECK( ceilingdata, DSectorEffect );
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SECTOR_CHECK( lightingdata, DSectorEffect );
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SECTOR_CHECK( lightingdata, DSectorEffect );
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@ -72,7 +72,7 @@ FTypeTable TypeTable;
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PSymbolTable GlobalSymbols;
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PSymbolTable GlobalSymbols;
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TArray<PClass *> PClass::AllClasses;
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TArray<PClass *> PClass::AllClasses;
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bool PClass::bShutdown;
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bool PClass::bShutdown;
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bool PClass::bShuttingDown;
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bool PClass::bVMOperational;
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PErrorType *TypeError;
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PErrorType *TypeError;
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PErrorType *TypeAuto;
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PErrorType *TypeAuto;
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@ -2962,7 +2962,7 @@ void PClass::StaticShutdown ()
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// From this point onward no scripts may be called anymore because the data needed by the VM is getting deleted now.
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// From this point onward no scripts may be called anymore because the data needed by the VM is getting deleted now.
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// This flags DObject::Destroy not to call any scripted OnDestroy methods anymore.
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// This flags DObject::Destroy not to call any scripted OnDestroy methods anymore.
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bShuttingDown = true;
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bVMOperational = false;
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// Unless something went wrong, anything left here should be class and type objects only, which do not own any scripts.
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// Unless something went wrong, anything left here should be class and type objects only, which do not own any scripts.
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TypeTable.Clear();
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TypeTable.Clear();
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@ -883,7 +883,7 @@ public:
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static TArray<PClass *> AllClasses;
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static TArray<PClass *> AllClasses;
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static bool bShutdown;
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static bool bShutdown;
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static bool bShuttingDown;
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static bool bVMOperational;
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};
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};
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class PClassType : public PClass
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class PClassType : public PClass
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@ -1,117 +0,0 @@
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/*
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** a_sectoraction.cpp
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** Actors that hold specials to be executed upon conditions in a sector
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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|
||||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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||||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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|
||||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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|
||||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "r_defs.h"
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#include "p_lnspec.h"
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// The base class for sector actions ----------------------------------------
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IMPLEMENT_CLASS(ASectorAction, false, false)
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bool ASectorAction::IsActivatedByUse() const
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{
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return !!(health & (SECSPAC_Use|SECSPAC_UseWall));
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}
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void ASectorAction::OnDestroy ()
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{
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if (Sector != nullptr)
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{
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// Remove ourself from this sector's list of actions
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AActor *probe = Sector->SecActTarget;
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union
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{
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AActor **act;
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ASectorAction **secact;
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} prev;
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prev.secact = &Sector->SecActTarget;
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while (probe && probe != this)
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{
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prev.act = &probe->tracer;
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probe = probe->tracer;
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}
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if (probe != nullptr)
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{
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*prev.act = probe->tracer;
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}
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Sector = nullptr;
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}
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Super::OnDestroy();
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}
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void ASectorAction::BeginPlay ()
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{
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Super::BeginPlay ();
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// Add ourself to this sector's list of actions
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tracer = Sector->SecActTarget;
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Sector->SecActTarget = this;
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}
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void ASectorAction::Activate (AActor *source)
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{
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flags2 &= ~MF2_DORMANT; // Projectiles cannot trigger
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}
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void ASectorAction::Deactivate (AActor *source)
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{
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flags2 |= MF2_DORMANT; // Projectiles can trigger
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}
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bool ASectorAction::DoTriggerAction (AActor *triggerer, int activationType)
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{
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return (activationType & health) ? CheckTrigger(triggerer) : false;
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}
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bool ASectorAction::CanTrigger (AActor *triggerer) const
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{
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return special &&
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((triggerer->player && !(flags & MF_FRIENDLY)) ||
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((flags & MF_AMBUSH) && (triggerer->flags2 & MF2_MCROSS)) ||
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((flags2 & MF2_DORMANT) && (triggerer->flags2 & MF2_PCROSS)));
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}
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bool ASectorAction::CheckTrigger (AActor *triggerer) const
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{
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if (CanTrigger(triggerer))
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{
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bool res = !!P_ExecuteSpecial(special, NULL, triggerer, false, args[0], args[1],
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args[2], args[3], args[4]);
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return res;
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}
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return false;
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}
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@ -36,6 +36,7 @@
|
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#include "r_sky.h"
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#include "r_sky.h"
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#include "r_data/colormaps.h"
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#include "r_data/colormaps.h"
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#include "g_levellocals.h"
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#include "g_levellocals.h"
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#include "virtual.h"
|
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|
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|
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// [RH]
|
// [RH]
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@ -1461,7 +1462,14 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt)
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{
|
{
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AActor *next = act->tracer;
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AActor *next = act->tracer;
|
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|
|
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bool didit = act->DoTriggerAction(thing, activation);
|
IFVIRTUALPTRNAME(act, "SectorAction", TriggerAction)
|
||||||
|
{
|
||||||
|
VMValue params[3] = { act, thing, activation };
|
||||||
|
VMReturn ret;
|
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|
int didit;
|
||||||
|
ret.IntAt(&didit);
|
||||||
|
GlobalVMStack.Call(func, params, 3, &ret, 1, nullptr);
|
||||||
|
|
||||||
if (didit)
|
if (didit)
|
||||||
{
|
{
|
||||||
if (act->flags4 & MF4_STANDSTILL)
|
if (act->flags4 & MF4_STANDSTILL)
|
||||||
|
@ -1469,8 +1477,9 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt)
|
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act->Destroy();
|
act->Destroy();
|
||||||
}
|
}
|
||||||
}
|
}
|
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act = static_cast<ASectorAction*>(next);
|
act = next;
|
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res |= didit;
|
res |= !!didit;
|
||||||
|
}
|
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}
|
}
|
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return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
|
@ -286,7 +286,6 @@ public:
|
||||||
void Activate (AActor *source);
|
void Activate (AActor *source);
|
||||||
void Deactivate (AActor *source);
|
void Deactivate (AActor *source);
|
||||||
bool CanTrigger (AActor *triggerer) const;
|
bool CanTrigger (AActor *triggerer) const;
|
||||||
bool IsActivatedByUse() const;
|
|
||||||
virtual bool DoTriggerAction(AActor *triggerer, int activationType);
|
virtual bool DoTriggerAction(AActor *triggerer, int activationType);
|
||||||
protected:
|
protected:
|
||||||
bool CheckTrigger(AActor *triggerer) const;
|
bool CheckTrigger(AActor *triggerer) const;
|
||||||
|
@ -1067,7 +1066,7 @@ public:
|
||||||
// flexible in a Bloody way. SecActTarget forms a list of actors
|
// flexible in a Bloody way. SecActTarget forms a list of actors
|
||||||
// joined by their tracer fields. When a potential sector action
|
// joined by their tracer fields. When a potential sector action
|
||||||
// occurs, SecActTarget's TriggerAction method is called.
|
// occurs, SecActTarget's TriggerAction method is called.
|
||||||
TObjPtr<ASectorAction> SecActTarget;
|
TObjPtr<AActor> SecActTarget;
|
||||||
|
|
||||||
// [RH] The portal or skybox to render for this sector.
|
// [RH] The portal or skybox to render for this sector.
|
||||||
unsigned Portals[2];
|
unsigned Portals[2];
|
||||||
|
|
|
@ -2457,45 +2457,3 @@ void S_ParseMusInfo()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//==========================================================================
|
|
||||||
//
|
|
||||||
// Music changer. Uses the sector action class to do its job
|
|
||||||
//
|
|
||||||
//==========================================================================
|
|
||||||
|
|
||||||
class AMusicChanger : public ASectorAction
|
|
||||||
{
|
|
||||||
DECLARE_CLASS (AMusicChanger, ASectorAction)
|
|
||||||
public:
|
|
||||||
virtual bool DoTriggerAction (AActor *triggerer, int activationType);
|
|
||||||
virtual void PostBeginPlay();
|
|
||||||
};
|
|
||||||
|
|
||||||
IMPLEMENT_CLASS(AMusicChanger, false, false)
|
|
||||||
|
|
||||||
bool AMusicChanger::DoTriggerAction (AActor *triggerer, int activationType)
|
|
||||||
{
|
|
||||||
if (activationType & SECSPAC_Enter && triggerer->player != NULL)
|
|
||||||
{
|
|
||||||
if (triggerer->player->MUSINFOactor != this)
|
|
||||||
{
|
|
||||||
triggerer->player->MUSINFOactor = this;
|
|
||||||
triggerer->player->MUSINFOtics = 30;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void AMusicChanger::PostBeginPlay()
|
|
||||||
{
|
|
||||||
// The music changer should consider itself activated if the player
|
|
||||||
// spawns in its sector as well as if it enters the sector during a P_TryMove.
|
|
||||||
Super::PostBeginPlay();
|
|
||||||
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
||||||
{
|
|
||||||
if (playeringame[i] && players[i].mo && players[i].mo->Sector == this->Sector)
|
|
||||||
{
|
|
||||||
DoTriggerAction(players[i].mo, SECSPAC_Enter);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
|
@ -443,6 +443,8 @@ void LoadActors()
|
||||||
timer.Unclock();
|
timer.Unclock();
|
||||||
if (!batchrun) Printf("script parsing took %.2f ms\n", timer.TimeMS());
|
if (!batchrun) Printf("script parsing took %.2f ms\n", timer.TimeMS());
|
||||||
|
|
||||||
|
// Now we may call the scripted OnDestroy method.
|
||||||
|
PClass::bVMOperational = true;
|
||||||
// Since these are defined in DECORATE now the table has to be initialized here.
|
// Since these are defined in DECORATE now the table has to be initialized here.
|
||||||
for (int i = 0; i < 31; i++)
|
for (int i = 0; i < 31; i++)
|
||||||
{
|
{
|
||||||
|
|
|
@ -18,3 +18,13 @@ inline unsigned GetVirtualIndex(PClass *cls, const char *funcname)
|
||||||
if (func != nullptr)
|
if (func != nullptr)
|
||||||
|
|
||||||
#define IFVIRTUAL(cls, funcname) IFVIRTUALPTR(this, cls, funcname)
|
#define IFVIRTUAL(cls, funcname) IFVIRTUALPTR(this, cls, funcname)
|
||||||
|
|
||||||
|
#define IFVIRTUALPTRNAME(self, cls, funcname) \
|
||||||
|
static unsigned VIndex = ~0u; \
|
||||||
|
if (VIndex == ~0u) { \
|
||||||
|
VIndex = GetVirtualIndex(PClass::FindActor(cls), #funcname); \
|
||||||
|
assert(VIndex != ~0u); \
|
||||||
|
} \
|
||||||
|
auto clss = self->GetClass(); \
|
||||||
|
VMFunction *func = clss->Virtuals.Size() > VIndex? clss->Virtuals[VIndex] : nullptr; \
|
||||||
|
if (func != nullptr)
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
|
|
||||||
class SectorAction : Actor native
|
class SectorAction : Actor
|
||||||
{
|
{
|
||||||
// this class uses health to define the activation type.
|
// self class uses health to define the activation type.
|
||||||
enum EActivation
|
enum EActivation
|
||||||
{
|
{
|
||||||
SECSPAC_Enter = 1,
|
SECSPAC_Enter = 1,
|
||||||
|
@ -24,9 +24,70 @@ class SectorAction : Actor native
|
||||||
+NOGRAVITY
|
+NOGRAVITY
|
||||||
+DONTSPLASH
|
+DONTSPLASH
|
||||||
}
|
}
|
||||||
|
|
||||||
|
override void OnDestroy ()
|
||||||
|
{
|
||||||
|
if (CurSector != null)
|
||||||
|
{
|
||||||
|
// Remove ourself from self CurSector's list of actions
|
||||||
|
if (CurSector.SecActTarget == self)
|
||||||
|
{
|
||||||
|
CurSector.SecActTarget = SectorAction(tracer);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Actor probe = CurSector.SecActTarget;
|
||||||
|
while (probe.tracer != self && probe.tracer != null)
|
||||||
|
{
|
||||||
|
probe = probe.tracer;
|
||||||
|
}
|
||||||
|
if (probe.tracer == self)
|
||||||
|
{
|
||||||
|
probe.tracer = tracer;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Super.OnDestroy();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Triggered when entering sector -------------------------------------------
|
override void BeginPlay ()
|
||||||
|
{
|
||||||
|
Super.BeginPlay ();
|
||||||
|
|
||||||
|
// Add ourself to self CurSector's list of actions
|
||||||
|
tracer = CurSector.SecActTarget;
|
||||||
|
CurSector.SecActTarget = self;
|
||||||
|
}
|
||||||
|
|
||||||
|
override void Activate (Actor source)
|
||||||
|
{
|
||||||
|
bDormant = false; // Projectiles cannot trigger
|
||||||
|
}
|
||||||
|
|
||||||
|
override void Deactivate (Actor source)
|
||||||
|
{
|
||||||
|
bDormant = true; // Projectiles can trigger
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual bool TriggerAction (Actor triggerer, int activationType)
|
||||||
|
{
|
||||||
|
if ((activationType & health) && CanTrigger(triggerer))
|
||||||
|
{
|
||||||
|
return triggerer.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual bool CanTrigger (Actor triggerer)
|
||||||
|
{
|
||||||
|
return special &&
|
||||||
|
((triggerer.player && !bFriendly) ||
|
||||||
|
(bAmbush && triggerer.bActivateMCross) ||
|
||||||
|
(bDormant && triggerer.bActivatePCross));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Triggered when entering CurSector -------------------------------------------
|
||||||
|
|
||||||
class SecActEnter : SectorAction
|
class SecActEnter : SectorAction
|
||||||
{
|
{
|
||||||
|
@ -36,7 +97,7 @@ class SecActEnter : SectorAction
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Triggered when leaving sector --------------------------------------------
|
// Triggered when leaving CurSector --------------------------------------------
|
||||||
|
|
||||||
class SecActExit : SectorAction
|
class SecActExit : SectorAction
|
||||||
{
|
{
|
||||||
|
@ -46,7 +107,7 @@ class SecActExit : SectorAction
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Triggered when hitting sector's floor ------------------------------------
|
// Triggered when hitting CurSector's floor ------------------------------------
|
||||||
|
|
||||||
class SecActHitFloor : SectorAction
|
class SecActHitFloor : SectorAction
|
||||||
{
|
{
|
||||||
|
@ -56,7 +117,7 @@ class SecActHitFloor : SectorAction
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Triggered when hitting sector's ceiling ----------------------------------
|
// Triggered when hitting CurSector's ceiling ----------------------------------
|
||||||
|
|
||||||
class SecActHitCeil : SectorAction
|
class SecActHitCeil : SectorAction
|
||||||
{
|
{
|
||||||
|
@ -66,7 +127,7 @@ class SecActHitCeil : SectorAction
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Triggered when using inside sector ---------------------------------------
|
// Triggered when using inside CurSector ---------------------------------------
|
||||||
|
|
||||||
class SecActUse : SectorAction
|
class SecActUse : SectorAction
|
||||||
{
|
{
|
||||||
|
@ -76,7 +137,7 @@ class SecActUse : SectorAction
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Triggered when using a sector's wall -------------------------------------
|
// Triggered when using a CurSector's wall -------------------------------------
|
||||||
|
|
||||||
class SecActUseWall : SectorAction
|
class SecActUseWall : SectorAction
|
||||||
{
|
{
|
||||||
|
@ -136,9 +197,40 @@ class SecActHitFakeFloor : SectorAction
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Music changer ----------------------------------
|
//==========================================================================
|
||||||
|
//
|
||||||
|
// Music changer. Uses the sector action class to do its job
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
class MusicChanger : SectorAction native
|
class MusicChanger : SectorAction
|
||||||
{
|
{
|
||||||
|
override bool TriggerAction (Actor triggerer, int activationType)
|
||||||
|
{
|
||||||
|
if (activationType & SECSPAC_Enter && triggerer.player != null)
|
||||||
|
{
|
||||||
|
if (triggerer.player.MUSINFOactor != self)
|
||||||
|
{
|
||||||
|
triggerer.player.MUSINFOactor = self;
|
||||||
|
triggerer.player.MUSINFOtics = 30;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
override void PostBeginPlay()
|
||||||
|
{
|
||||||
|
// The music changer should consider itself activated if the player
|
||||||
|
// spawns in its sector as well as if it enters the sector during a P_TryMove.
|
||||||
|
Super.PostBeginPlay();
|
||||||
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
||||||
|
{
|
||||||
|
if (playeringame[i] && players[i].mo && players[i].mo.CurSector == self.CurSector)
|
||||||
|
{
|
||||||
|
TriggerAction(players[i].mo, SECSPAC_Enter);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue