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Allow retrieval of the custom Crush state in WorldThingGround
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parent
7285c5aca8
commit
6e692e5571
4 changed files with 13 additions and 8 deletions
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@ -331,16 +331,16 @@ void EventManager::WorldThingDied(AActor* actor, AActor* inflictor)
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handler->WorldThingDied(actor, inflictor);
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}
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void EventManager::WorldThingGround(AActor* actor)
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void EventManager::WorldThingGround(AActor* actor, FState* st)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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if (ShouldCallStatic(true)) staticEventManager.WorldThingGround(actor);
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if (ShouldCallStatic(true)) staticEventManager.WorldThingGround(actor, st);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingGround(actor);
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handler->WorldThingGround(actor, st);
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}
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void EventManager::WorldThingRevived(AActor* actor)
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@ -646,6 +646,7 @@ DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageLineSide);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamagePosition);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageIsRadius);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, NewDamage);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, CrushedState);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn);
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@ -807,7 +808,7 @@ void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor)
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}
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}
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void DStaticEventHandler::WorldThingGround(AActor* actor)
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void DStaticEventHandler::WorldThingGround(AActor* actor, FState* st)
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingGround)
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{
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@ -815,6 +816,7 @@ void DStaticEventHandler::WorldThingGround(AActor* actor)
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if (isEmpty(func)) return;
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FWorldEvent e = owner->SetupWorldEvent();
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e.Thing = actor;
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e.CrushedState = st;
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VMValue params[2] = { (DStaticEventHandler*)this, &e };
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VMCall(func, params, 2, nullptr, 0);
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}
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@ -4,6 +4,7 @@
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#include "serializer.h"
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#include "d_event.h"
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#include "sbar.h"
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#include "info.h"
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class DStaticEventHandler;
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struct EventManager;
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@ -80,7 +81,7 @@ public:
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void WorldUnloaded();
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void WorldThingSpawned(AActor* actor);
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void WorldThingDied(AActor* actor, AActor* inflictor);
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void WorldThingGround(AActor* actor);
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void WorldThingGround(AActor* actor, FState* st);
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void WorldThingRevived(AActor* actor);
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void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
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void WorldThingDestroyed(AActor* actor);
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@ -163,6 +164,7 @@ struct FWorldEvent
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DVector3 DamagePosition;
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bool DamageIsRadius; // radius damage yes/no
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int NewDamage = 0; // sector/line damaged. allows modifying damage
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FState* CrushedState = nullptr; // custom crush state set in thingground
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};
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struct FPlayerEvent
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@ -236,7 +238,7 @@ struct EventManager
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// called after AActor::Die of each actor.
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void WorldThingDied(AActor* actor, AActor* inflictor);
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// called inside AActor::Grind just before the corpse is destroyed
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void WorldThingGround(AActor* actor);
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void WorldThingGround(AActor* actor, FState* st);
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// called after AActor::Revive.
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void WorldThingRevived(AActor* actor);
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// called before P_DamageMobj and before AActor::DamageMobj virtuals.
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@ -1204,7 +1204,7 @@ bool AActor::Grind(bool items)
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S_Sound (this, CHAN_BODY, 0, "misc/fallingsplat", 1, ATTN_IDLE);
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Translation = BloodTranslation;
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}
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Level->localEventManager->WorldThingGround(this);
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Level->localEventManager->WorldThingGround(this, state);
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return false;
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}
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if (!(flags & MF_NOBLOOD))
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@ -1247,7 +1247,7 @@ bool AActor::Grind(bool items)
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gib->Translation = BloodTranslation;
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}
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S_Sound (this, CHAN_BODY, 0, "misc/fallingsplat", 1, ATTN_IDLE);
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Level->localEventManager->WorldThingGround(this);
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Level->localEventManager->WorldThingGround(this, nullptr);
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}
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if (flags & MF_ICECORPSE)
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{
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@ -37,6 +37,7 @@ struct WorldEvent native play version("2.4")
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native readonly vector3 DamagePosition;
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native readonly bool DamageIsRadius;
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native int NewDamage;
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native readonly State CrushedState;
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}
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struct PlayerEvent native play version("2.4")
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