/* ** a_mapmarker.cpp ** An actor that appears on the automap instead of in the 3D view. ** **--------------------------------------------------------------------------- ** Copyright 2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "a_sharedglobal.h" #include "statnums.h" // Map Marker -------------------------------------------------------------- // // This class uses the following argument: // args[0] == 0, shows the sprite at this actor // != 0, shows the sprite for all actors whose TIDs match instead // // args[1] == 0, show the sprite always // == 1, show the sprite only after its sector has been drawn // // To enable display of the sprite, activate it. To turn off the sprite, // deactivate it. // // All the code to display it is in am_map.cpp. // //-------------------------------------------------------------------------- FState AMapMarker::States[] = { S_NORMAL (AMRK, 'A', -1, NULL, NULL) }; IMPLEMENT_ACTOR(AMapMarker, Any, 9040, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_RenderFlags (RF_INVISIBLE) PROP_SpawnState (0) PROP_XScale (31) PROP_YScale (31) END_DEFAULTS void AMapMarker::BeginPlay () { ChangeStatNum (STAT_MAPMARKER); } void AMapMarker::Activate (AActor *activator) { flags2 |= MF2_DORMANT; } void AMapMarker::Deactivate (AActor *activator) { flags2 &= ~MF2_DORMANT; }