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affd0e5034
the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. SVN r1107 (trunk)
45 lines
940 B
C++
45 lines
940 B
C++
#ifndef __A_SPECSPOT_H
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#define __A_SPECSPOT_H
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#include "actor.h"
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#include "tarray.h"
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class ASpecialSpot : public AActor
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{
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DECLARE_CLASS (ASpecialSpot, AActor)
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public:
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void BeginPlay();
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void Destroy();
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};
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struct FSpotList;
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class DSpotState : public DThinker
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{
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DECLARE_CLASS(DSpotState, DThinker)
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static TObjPtr<DSpotState> SpotState;
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TArray<FSpotList *> SpotLists;
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public:
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DSpotState ();
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void Destroy ();
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void Tick ();
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static DSpotState *GetSpotState(bool create = true);
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FSpotList *FindSpotList(const PClass *type);
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bool AddSpot(ASpecialSpot *spot);
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bool RemoveSpot(ASpecialSpot *spot);
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void Serialize(FArchive &arc);
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ASpecialSpot *GetNextInList(const PClass *type, int skipcounter);
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ASpecialSpot *GetSpotWithMinDistance(const PClass *type, fixed_t x, fixed_t y, fixed_t distance);
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ASpecialSpot *GetRandomSpot(const PClass *type, bool onlyonce = false);
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};
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#endif
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