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- cleaned up and grouped the virtual function declarations in AActor to ensure that everything has been properly exported.
- removed the native parts of SpecialBlastHandling. Since this is called from the script side and the only remaining native remnant was an empty function it's now 100% scripted.
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bbf62132d8
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3 changed files with 32 additions and 37 deletions
46
src/actor.h
46
src/actor.h
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@ -585,11 +585,13 @@ public:
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AActor () throw();
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AActor (const AActor &other) throw();
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AActor &operator= (const AActor &other);
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void Destroy () override;
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~AActor ();
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void Serialize(FSerializer &arc);
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void PostSerialize();
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virtual void Destroy() override;
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virtual void Serialize(FSerializer &arc) override;
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virtual void PostSerialize() override;
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virtual void PostBeginPlay() override; // Called immediately before the actor's first tick
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virtual void Tick() override;
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static AActor *StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t allowreplacement, bool SpawningMapThing = false);
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@ -614,18 +616,17 @@ public:
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virtual void BeginPlay(); // Called immediately after the actor is created
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void CallBeginPlay();
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virtual void PostBeginPlay(); // Called immediately before the actor's first tick
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void LevelSpawned(); // Called after BeginPlay if this actor was spawned by the world
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virtual void HandleSpawnFlags(); // Translates SpawnFlags into in-game flags.
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virtual void MarkPrecacheSounds() const; // Marks sounds used by this actor for precaching.
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virtual void Activate (AActor *activator);
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virtual void Deactivate (AActor *activator);
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void CallActivate(AActor *activator);
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void CallDeactivate(AActor *activator);
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virtual void Tick ();
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virtual void Deactivate(AActor *activator);
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void CallDeactivate(AActor *activator);
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// Called when actor dies
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virtual void Die (AActor *source, AActor *inflictor, int dmgflags = 0);
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@ -640,6 +641,16 @@ public:
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virtual int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
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int CallTakeSpecialDamage(AActor *inflictor, AActor *source, int damage, FName damagetype);
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// Actor had MF_SKULLFLY set and rammed into something
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// Returns false to stop moving and true to keep moving
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virtual bool Slam(AActor *victim);
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bool CallSlam(AActor *victim);
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// Something just touched this actor.
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virtual void Touch(AActor *toucher);
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void CallTouch(AActor *toucher);
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// Centaurs and ettins squeal when electrocuted, poisoned, or "holy"-ed
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// Made a metadata property so no longer virtual
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void Howl ();
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@ -650,32 +661,25 @@ public:
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// Called when an actor with MF_MISSILE and MF2_FLOORBOUNCE hits the floor
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bool FloorBounceMissile (secplane_t &plane);
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// Called when an actor is to be reflected by a disc of repulsion.
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// Returns true to continue normal blast processing.
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virtual bool SpecialBlastHandling (AActor *source, double strength);
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// Called by RoughBlockCheck
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bool IsOkayToAttack (AActor *target);
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// Plays the actor's ActiveSound if its voice isn't already making noise.
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void PlayActiveSound ();
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// Actor had MF_SKULLFLY set and rammed into something
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// Returns false to stop moving and true to keep moving
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virtual bool Slam (AActor *victim);
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bool CallSlam(AActor *victim);
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// Called by PIT_CheckThing() and needed for some Hexen things.
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// Returns -1 for normal behavior, 0 to return false, and 1 to return true.
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// I'm not sure I like it this way, but it will do for now.
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// (virtual on the script side only)
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int SpecialMissileHit (AActor *victim);
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// Returns true if it's okay to switch target to "other" after being attacked by it.
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virtual bool OkayToSwitchTarget (AActor *other);
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bool OkayToSwitchTarget (AActor *other);
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// Something just touched this actor.
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virtual void Touch (AActor *toucher);
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void CallTouch(AActor *toucher);
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// Note: Although some of the inventory functions are virtual, this
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// is not exposed to scripts, as the only class overriding them is
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// APlayerPawn for some specific handling for players. None of this
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// should ever be overridden by custom classes.
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// Adds the item to this actor's inventory and sets its Owner.
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virtual void AddInventory (AInventory *item);
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@ -760,7 +764,7 @@ public:
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DVector3 GetPortalTransition(double byoffset, sector_t **pSec = NULL);
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// What species am I?
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virtual FName GetSpecies();
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FName GetSpecies();
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// set translation
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void SetTranslation(FName trname);
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@ -3440,21 +3440,6 @@ bool AActor::CallSlam(AActor *thing)
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bool AActor::SpecialBlastHandling (AActor *source, double strength)
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{
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return true;
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}
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// This only gets called from the script side so we do not need a native wrapper like for the other virtual methods.
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// This will be removed, once all actors overriding this method are exported.
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DEFINE_ACTION_FUNCTION(AActor, SpecialBlastHandling)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(source, AActor);
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PARAM_FLOAT(strength);
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ACTION_RETURN_BOOL(self->SpecialBlastHandling(source, strength));
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}
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// This virtual method only exists on the script side.
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int AActor::SpecialMissileHit (AActor *victim)
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{
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@ -267,9 +267,15 @@ class Actor : Thinker native
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virtual native int TakeSpecialDamage (Actor inflictor, Actor source, int damage, Name damagetype);
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virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
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virtual native bool Slam(Actor victim);
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virtual native bool SpecialBlastHandling (Actor source, double strength);
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virtual native void Touch(Actor toucher);
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// Called when an actor is to be reflected by a disc of repulsion.
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// Returns true to continue normal blast processing.
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virtual bool SpecialBlastHandling (Actor source, double strength) // this is entirely on the script side with no native part at all.
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{
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return true;
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}
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virtual int SpecialMissileHit (Actor victim) // for this no native version exists
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{
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return -1;
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