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Implemented WorldLightning and WorldThingDestroyed.
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@ -11,6 +11,7 @@
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#include "r_state.h"
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#include "r_state.h"
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#include "serializer.h"
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#include "serializer.h"
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#include "g_levellocals.h"
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#include "g_levellocals.h"
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#include "events.h"
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static FRandom pr_lightning ("Lightning");
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static FRandom pr_lightning ("Lightning");
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@ -129,6 +130,9 @@ void DLightningThinker::LightningFlash ()
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level.flags |= LEVEL_SWAPSKIES; // set alternate sky
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level.flags |= LEVEL_SWAPSKIES; // set alternate sky
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S_Sound (CHAN_AUTO, "world/thunder", 1.0, ATTN_NONE);
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S_Sound (CHAN_AUTO, "world/thunder", 1.0, ATTN_NONE);
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// [ZZ] just in case
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E_WorldLightning();
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// start LIGHTNING scripts
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FBehavior::StaticStartTypedScripts (SCRIPT_Lightning, NULL, false); // [RH] Run lightning scripts
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FBehavior::StaticStartTypedScripts (SCRIPT_Lightning, NULL, false); // [RH] Run lightning scripts
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// Calculate the next lighting flash
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// Calculate the next lighting flash
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@ -5108,6 +5108,12 @@ void AActor::CallDeactivate(AActor *activator)
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void AActor::OnDestroy ()
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void AActor::OnDestroy ()
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{
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{
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// [ZZ] call destroy event hook.
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// note that this differs from ThingSpawned in that you can actually override OnDestroy to avoid calling the hook.
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// but you can't really do that without utterly breaking the game, so it's ok.
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// note: if OnDestroy is ever made optional, E_WorldThingDestroyed should still be called for ANY thing.
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E_WorldThingDestroyed(this);
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ClearRenderSectorList();
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ClearRenderSectorList();
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ClearRenderLineList();
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ClearRenderLineList();
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