mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-23 20:42:24 +00:00
Added WorldThingGround event to hook into the actor at exact moment its corpse spawns gibs upon being crushed.
This commit is contained in:
parent
54f85d4caa
commit
7285c5aca8
4 changed files with 33 additions and 1 deletions
|
@ -331,6 +331,18 @@ void EventManager::WorldThingDied(AActor* actor, AActor* inflictor)
|
|||
handler->WorldThingDied(actor, inflictor);
|
||||
}
|
||||
|
||||
void EventManager::WorldThingGround(AActor* actor)
|
||||
{
|
||||
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
|
||||
if (actor->ObjectFlags & OF_EuthanizeMe)
|
||||
return;
|
||||
|
||||
if (ShouldCallStatic(true)) staticEventManager.WorldThingGround(actor);
|
||||
|
||||
for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
|
||||
handler->WorldThingGround(actor);
|
||||
}
|
||||
|
||||
void EventManager::WorldThingRevived(AActor* actor)
|
||||
{
|
||||
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
|
||||
|
@ -795,6 +807,20 @@ void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor)
|
|||
}
|
||||
}
|
||||
|
||||
void DStaticEventHandler::WorldThingGround(AActor* actor)
|
||||
{
|
||||
IFVIRTUAL(DStaticEventHandler, WorldThingGround)
|
||||
{
|
||||
// don't create excessive DObjects if not going to be processed anyway
|
||||
if (isEmpty(func)) return;
|
||||
FWorldEvent e = owner->SetupWorldEvent();
|
||||
e.Thing = actor;
|
||||
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
||||
VMCall(func, params, 2, nullptr, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void DStaticEventHandler::WorldThingRevived(AActor* actor)
|
||||
{
|
||||
IFVIRTUAL(DStaticEventHandler, WorldThingRevived)
|
||||
|
|
|
@ -80,6 +80,7 @@ public:
|
|||
void WorldUnloaded();
|
||||
void WorldThingSpawned(AActor* actor);
|
||||
void WorldThingDied(AActor* actor, AActor* inflictor);
|
||||
void WorldThingGround(AActor* actor);
|
||||
void WorldThingRevived(AActor* actor);
|
||||
void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
|
||||
void WorldThingDestroyed(AActor* actor);
|
||||
|
@ -234,6 +235,8 @@ struct EventManager
|
|||
void WorldThingSpawned(AActor* actor);
|
||||
// called after AActor::Die of each actor.
|
||||
void WorldThingDied(AActor* actor, AActor* inflictor);
|
||||
// called inside AActor::Grind just before the corpse is destroyed
|
||||
void WorldThingGround(AActor* actor);
|
||||
// called after AActor::Revive.
|
||||
void WorldThingRevived(AActor* actor);
|
||||
// called before P_DamageMobj and before AActor::DamageMobj virtuals.
|
||||
|
|
|
@ -1204,6 +1204,7 @@ bool AActor::Grind(bool items)
|
|||
S_Sound (this, CHAN_BODY, 0, "misc/fallingsplat", 1, ATTN_IDLE);
|
||||
Translation = BloodTranslation;
|
||||
}
|
||||
Level->localEventManager->WorldThingGround(this);
|
||||
return false;
|
||||
}
|
||||
if (!(flags & MF_NOBLOOD))
|
||||
|
@ -1246,6 +1247,7 @@ bool AActor::Grind(bool items)
|
|||
gib->Translation = BloodTranslation;
|
||||
}
|
||||
S_Sound (this, CHAN_BODY, 0, "misc/fallingsplat", 1, ATTN_IDLE);
|
||||
Level->localEventManager->WorldThingGround(this);
|
||||
}
|
||||
if (flags & MF_ICECORPSE)
|
||||
{
|
||||
|
|
|
@ -15,7 +15,7 @@ struct WorldEvent native play version("2.4")
|
|||
native readonly bool IsSaveGame;
|
||||
// this will be true if we are re-entering the hub level.
|
||||
native readonly bool IsReopen;
|
||||
// for thingspawned/thingdied/thingdestroyed
|
||||
// for thingspawned/thingdied/thingdestroyed/thingground
|
||||
native readonly Actor Thing;
|
||||
// for thingdied. can be null
|
||||
native readonly Actor Inflictor;
|
||||
|
@ -323,6 +323,7 @@ class StaticEventHandler : Object native play version("2.4")
|
|||
virtual void WorldUnloaded(WorldEvent e) {}
|
||||
virtual void WorldThingSpawned(WorldEvent e) {}
|
||||
virtual void WorldThingDied(WorldEvent e) {}
|
||||
virtual void WorldThingGround(WorldEvent e) {}
|
||||
virtual void WorldThingRevived(WorldEvent e) {}
|
||||
virtual void WorldThingDamaged(WorldEvent e) {}
|
||||
virtual void WorldThingDestroyed(WorldEvent e) {}
|
||||
|
|
Loading…
Reference in a new issue