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Add Pre/PostTeleport virtuals, for special handling of actor teleportation.
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2 changed files with 26 additions and 0 deletions
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@ -148,6 +148,19 @@ bool P_Teleport (AActor *thing, DVector3 pos, DAngle angle, int flags)
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pos.Z = floorheight;
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}
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}
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// [MK] notify thing of incoming teleport, check for an early cancel
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// if it returns false
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{
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int nocancel = 1;
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IFVIRTUALPTR(thing, AActor, PreTeleport)
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{
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VMValue params[] = { thing, pos.X, pos.Y, pos.Z, angle.Degrees, flags };
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VMReturn ret;
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ret.IntAt(&nocancel);
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VMCall(func, params, countof(params), &ret, 1);
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}
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if ( !nocancel ) return false;
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}
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if (!P_TeleportMove (thing, pos, false))
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{
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return false;
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@ -213,6 +226,14 @@ bool P_Teleport (AActor *thing, DVector3 pos, DAngle angle, int flags)
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// killough 10/98: kill all bobbing velocity too
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if (player) player->Vel.Zero();
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}
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// [MK] notify thing of successful teleport
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{
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IFVIRTUALPTR(thing, AActor, PostTeleport)
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{
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VMValue params[] = { thing, pos.X, pos.Y, pos.Z, angle.Degrees, flags };
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VMCall(func, params, countof(params), nullptr, 1);
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}
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}
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return true;
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}
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@ -588,6 +588,11 @@ class Actor : Thinker native
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// called on getting a secret, return false to disable default "secret found" message/sound
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virtual bool OnGiveSecret(bool printmsg, bool playsound) { return true; }
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// called before and after triggering a teleporter
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// return false in PreTeleport() to cancel the action early
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virtual bool PreTeleport( Vector3 destpos, double destangle, int flags ) { return true; }
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virtual void PostTeleport( Vector3 destpos, double destangle, int flags ) {}
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native virtual bool OkayToSwitchTarget(Actor other);
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native static class<Actor> GetReplacement(class<Actor> cls);
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