mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
Merge remote-tracking branch 'origin/new_level_refactor' into HEAD
This commit is contained in:
commit
4f0850b098
5 changed files with 7 additions and 6 deletions
|
@ -217,7 +217,7 @@ void EventManager::InitHandler(PClass* type)
|
|||
RegisterHandler(handler);
|
||||
}
|
||||
|
||||
void EventManager::InitStaticHandlers(bool map)
|
||||
void EventManager::InitStaticHandlers(FLevelLocals *l, bool map)
|
||||
{
|
||||
// don't initialize map handlers if restoring from savegame.
|
||||
if (savegamerestore)
|
||||
|
@ -225,6 +225,7 @@ void EventManager::InitStaticHandlers(bool map)
|
|||
|
||||
// just make sure
|
||||
Shutdown();
|
||||
Level = l;
|
||||
|
||||
// initialize event handlers from gameinfo
|
||||
for (const FString& typeName : gameinfo.EventHandlers)
|
||||
|
@ -241,7 +242,7 @@ void EventManager::InitStaticHandlers(bool map)
|
|||
return;
|
||||
|
||||
// initialize event handlers from mapinfo
|
||||
for (const FString& typeName : level.info->EventHandlers)
|
||||
for (const FString& typeName : Level->info->EventHandlers)
|
||||
{
|
||||
PClass* type = GetHandlerClass(typeName);
|
||||
if (IsStaticType(type))
|
||||
|
|
|
@ -249,7 +249,7 @@ struct EventManager
|
|||
// check type
|
||||
bool IsStaticType(PClass* type);
|
||||
// init static handlers
|
||||
void InitStaticHandlers(bool map);
|
||||
void InitStaticHandlers(FLevelLocals *l, bool map);
|
||||
// shutdown handlers
|
||||
void Shutdown();
|
||||
|
||||
|
|
|
@ -395,7 +395,7 @@ void PClassActor::StaticInit()
|
|||
InitBotStuff();
|
||||
|
||||
// reinit GLOBAL static stuff from gameinfo, once classes are loaded.
|
||||
staticEventManager.InitStaticHandlers(false);
|
||||
staticEventManager.InitStaticHandlers(primaryLevel, false);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -423,7 +423,7 @@ void P_SetupLevel(FLevelLocals *Level, int position, bool newGame)
|
|||
|
||||
// [ZZ] init per-map static handlers. we need to call this before everything is set up because otherwise scripts don't receive PlayerEntered event
|
||||
// (which happens at god-knows-what stage in this function, but definitely not the last part, because otherwise it'd work to put E_InitStaticHandlers before the player spawning)
|
||||
Level->localEventManager->InitStaticHandlers(true);
|
||||
Level->localEventManager->InitStaticHandlers(Level, true);
|
||||
|
||||
// generate a checksum for the level, to be included and checked with savegames.
|
||||
map->GetChecksum(Level->md5);
|
||||
|
|
|
@ -271,7 +271,7 @@ bool DInterBackground::LoadBackground(bool isenterpic)
|
|||
texture.SetInvalid();
|
||||
|
||||
level_info_t * li = FindLevelInfo(wbs->current);
|
||||
if (li != nullptr) exitpic = li->EnterPic;
|
||||
if (li != nullptr) exitpic = li->ExitPic;
|
||||
lumpname = exitpic;
|
||||
|
||||
if (isenterpic)
|
||||
|
|
Loading…
Reference in a new issue