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Fixed map/global static handlers; map handlers should not receive WorldLoaded/WorldUnloaded on load/save anymore.
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parent
09ca1f610d
commit
fd282d3001
2 changed files with 19 additions and 11 deletions
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@ -121,9 +121,9 @@ static void E_InitStaticHandler(PClass* type, FString typestring, bool map)
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return;
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}
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if (!E_IsStaticType(type) && !map)
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if (!E_IsStaticType(type))
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{
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Printf("%cGWarning: invalid event handler class %s in MAPINFO!\nGameInfo event handlers should inherit Static* directly!\n", TEXTCOLOR_ESCAPE, typestring.GetChars());
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Printf("%cGWarning: invalid event handler class %s in MAPINFO!\nMAPINFO event handlers should inherit Static* directly!\n", TEXTCOLOR_ESCAPE, typestring.GetChars());
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return;
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}
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@ -140,6 +140,7 @@ static void E_InitStaticHandler(PClass* type, FString typestring, bool map)
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if (typeExists) return;
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DStaticEventHandler* handler = (DStaticEventHandler*)type->CreateNew();
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handler->isMapScope = map;
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E_RegisterHandler(handler);
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}
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@ -150,6 +151,13 @@ void E_InitStaticHandlers(bool map)
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if (map) // don't initialize map handlers if restoring from savegame.
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{
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// delete old map static handlers if any.
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic() && handler->isMapScope)
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handler->Destroy();
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}
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for (unsigned int i = 0; i < level.info->EventHandlers.Size(); i++)
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{
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FString typestring = level.info->EventHandlers[i];
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@ -162,7 +170,7 @@ void E_InitStaticHandlers(bool map)
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// delete old static handlers if any.
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic())
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if (handler->IsStatic() && !handler->isMapScope)
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handler->Destroy();
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}
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@ -189,8 +197,8 @@ void E_WorldLoaded()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic()) continue;
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if (handler->isFromSaveGame) continue; // don't execute WorldLoaded for handlers loaded from the savegame.
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if (handler->IsStatic() && !handler->isMapScope) continue;
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if (handler->isMapScope && savegamerestore) continue; // don't execute WorldLoaded for handlers loaded from the savegame.
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handler->WorldLoaded();
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}
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}
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@ -199,7 +207,7 @@ void E_WorldUnloading()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic()) continue;
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if (handler->IsStatic() && !handler->isMapScope) continue;
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handler->WorldUnloading();
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}
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}
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@ -208,7 +216,7 @@ void E_WorldLoadedUnsafe()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (!handler->IsStatic()) continue;
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if (!handler->IsStatic() || handler->isMapScope) continue;
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handler->WorldLoaded();
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}
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}
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@ -217,7 +225,7 @@ void E_WorldUnloadingUnsafe()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (!handler->IsStatic()) continue;
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if (!handler->IsStatic() || handler->isMapScope) continue;
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handler->WorldUnloading();
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}
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}
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@ -39,12 +39,12 @@ public:
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{
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prev = 0;
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next = 0;
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isFromSaveGame = false;
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isMapScope = false;
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}
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DStaticEventHandler* prev;
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DStaticEventHandler* next;
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bool isFromSaveGame; // this gets set to true if this object was received using serializator
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bool isMapScope;
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virtual bool IsStatic() { return true; }
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// serialization handler. let's keep it here so that I don't get lost in serialized/not serialized fields
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@ -54,7 +54,7 @@ public:
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if (arc.isReading())
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{
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Printf("DStaticEventHandler::Serialize: reading object %s\n", GetClass()->TypeName.GetChars());
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isFromSaveGame = true;
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isMapScope = true; // unserialized static handler means map scope anyway. other handlers don't get serialized.
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}
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else
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{
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