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Added activation type to WorldLine(Pre)Activated events
https://forum.zdoom.org/viewtopic.php?t=60232
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commit
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4 changed files with 17 additions and 12 deletions
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@ -404,16 +404,16 @@ void E_WorldThingDestroyed(AActor* actor)
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handler->WorldThingDestroyed(actor);
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}
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void E_WorldLinePreActivated(line_t* line, AActor* actor, bool* shouldactivate)
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void E_WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldLinePreActivated(line, actor, shouldactivate);
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handler->WorldLinePreActivated(line, actor, activationType, shouldactivate);
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}
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void E_WorldLineActivated(line_t* line, AActor* actor)
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void E_WorldLineActivated(line_t* line, AActor* actor, int activationType)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldLineActivated(line, actor);
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handler->WorldLineActivated(line, actor, activationType);
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}
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void E_PlayerEntered(int num, bool fromhub)
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@ -545,6 +545,7 @@ DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageType);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageFlags);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageAngle);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivatedLine);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivationType);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, ShouldActivate);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
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@ -795,7 +796,7 @@ void DStaticEventHandler::WorldThingDestroyed(AActor* actor)
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}
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}
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void DStaticEventHandler::WorldLinePreActivated(line_t* line, AActor* actor, bool* shouldactivate)
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void DStaticEventHandler::WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate)
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{
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IFVIRTUAL(DStaticEventHandler, WorldLinePreActivated)
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{
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@ -805,6 +806,7 @@ void DStaticEventHandler::WorldLinePreActivated(line_t* line, AActor* actor, boo
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FWorldEvent e = E_SetupWorldEvent();
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e.Thing = actor;
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e.ActivatedLine = line;
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e.ActivationType = activationType;
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e.ShouldActivate = *shouldactivate;
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VMValue params[2] = { (DStaticEventHandler*)this, &e };
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VMCall(func, params, 2, nullptr, 0);
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@ -812,7 +814,7 @@ void DStaticEventHandler::WorldLinePreActivated(line_t* line, AActor* actor, boo
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}
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}
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void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor)
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void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor, int activationType)
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{
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IFVIRTUAL(DStaticEventHandler, WorldLineActivated)
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{
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@ -822,6 +824,7 @@ void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor)
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FWorldEvent e = E_SetupWorldEvent();
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e.Thing = actor;
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e.ActivatedLine = line;
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e.ActivationType = activationType;
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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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@ -41,9 +41,9 @@ void E_WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int d
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// called before AActor::Destroy of each actor.
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void E_WorldThingDestroyed(AActor* actor);
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// called in P_ActivateLine before executing special, set shouldactivate to false to prevent activation.
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void E_WorldLinePreActivated(line_t* line, AActor* actor, bool* shouldactivate);
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void E_WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
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// called in P_ActivateLine after successful special execution.
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void E_WorldLineActivated(line_t* line, AActor* actor);
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void E_WorldLineActivated(line_t* line, AActor* actor, int activationType);
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// same as ACS SCRIPT_Lightning
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void E_WorldLightning();
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// this executes on every tick, before everything, only when in valid level and not paused
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@ -143,8 +143,8 @@ public:
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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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void WorldLinePreActivated(line_t* line, AActor* actor, bool* shouldactivate);
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void WorldLineActivated(line_t* line, AActor* actor);
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void WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
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void WorldLineActivated(line_t* line, AActor* actor, int activationType);
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void WorldLightning();
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void WorldTick();
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@ -203,6 +203,7 @@ struct FWorldEvent
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DAngle DamageAngle;
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// for line(pre)activated
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line_t* ActivatedLine = nullptr;
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int ActivationType = 0;
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bool ShouldActivate = true;
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};
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@ -191,7 +191,7 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVe
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// [MK] Use WorldLinePreActivated to decide if activation should continue
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bool shouldactivate = true;
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E_WorldLinePreActivated(line, mo, &shouldactivate);
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E_WorldLinePreActivated(line, mo, activationType, &shouldactivate);
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if ( !shouldactivate ) return false;
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bool remote = (line->special != 7 && line->special != 8 && (line->special < 11 || line->special > 14));
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@ -206,7 +206,7 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVe
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line->args[3], line->args[4]);
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// [MK] Fire up WorldLineActivated
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if ( buttonSuccess ) E_WorldLineActivated(line, mo);
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if ( buttonSuccess ) E_WorldLineActivated(line, mo, activationType);
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special = line->special;
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if (!repeat && buttonSuccess)
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@ -27,6 +27,7 @@ struct WorldEvent native play version("2.4")
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native readonly double DamageAngle;
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// for line(pre)activated
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native readonly Line ActivatedLine;
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native readonly int ActivationType;
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native bool ShouldActivate;
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}
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