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- Introduced an enum named EventHandlerType and changed the bool argument in E_NewGame to this type.
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commit
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4 changed files with 14 additions and 6 deletions
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@ -515,15 +515,17 @@ bool E_CheckReplacement( PClassActor *replacee, PClassActor **replacement )
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return final;
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}
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void E_NewGame(bool map)
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void E_NewGame(EventHandlerType handlerType)
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{
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bool isStatic = handlerType == EventHandlerType::Global;
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// Shut down all per-map event handlers before static NewGame events.
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if (!map)
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if (isStatic)
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E_Shutdown(true);
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic() == !map)
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if (handler->IsStatic() == isStatic)
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handler->NewGame();
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}
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}
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@ -9,6 +9,12 @@
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class DStaticEventHandler;
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enum class EventHandlerType
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{
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Global,
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PerMap
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};
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// register
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bool E_RegisterHandler(DStaticEventHandler* handler);
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// unregister
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@ -73,7 +79,7 @@ void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manu
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bool E_CheckReplacement(PClassActor* replacee, PClassActor** replacement);
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// called on new game
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void E_NewGame(bool map);
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void E_NewGame(EventHandlerType handlerType);
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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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@ -1004,7 +1004,7 @@ void G_DoLoadLevel (int position, bool autosave, bool newGame)
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if (newGame)
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{
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E_NewGame(false);
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E_NewGame(EventHandlerType::Global);
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}
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P_SetupLevel (level.MapName, position, newGame);
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@ -3722,7 +3722,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
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if (newGame)
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{
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E_NewGame(true);
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E_NewGame(EventHandlerType::PerMap);
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}
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// [RH] Support loading Build maps (because I felt like it. :-)
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