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b12de04258
All these required access to the sector's Level reference. The remaining references to the global 'level' variable are all in deprecated functions which is ok.
92 lines
2.2 KiB
Text
92 lines
2.2 KiB
Text
class SpotState : Object native play
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{
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deprecated ("3.8") static SpotState GetSpotState(bool create = true)
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{
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return level.GetSpotState(create);
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}
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native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
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native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
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native SpecialSpot GetRandomSpot(class<Actor> type, bool onlyonce);
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native void AddSpot(SpecialSpot spot);
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native void RemoveSpot(SpecialSpot spot);
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}
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class SpecialSpot : Actor
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{
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override void BeginPlay()
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{
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let sstate = Level.GetSpotState();
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if (sstate != NULL) sstate.AddSpot(self);
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Super.BeginPlay();
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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override void OnDestroy()
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{
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let sstate = Level.GetSpotState(false);
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if (sstate != NULL) sstate.RemoveSpot(self);
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Super.OnDestroy();
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}
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// Mace spawn spot ----------------------------------------------------------
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// Every mace spawn spot will execute this action. The first one
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// will build a list of all mace spots in the level and spawn a
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// mace. The rest of the spots will do nothing.
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void A_SpawnSingleItem(class<Actor> cls, int fail_sp = 0, int fail_co = 0, int fail_dm = 0)
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{
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Actor spot = NULL;
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let state = Level.GetSpotState();
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if (state != NULL) spot = state.GetRandomSpot(GetClass(), true);
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if (spot == NULL) return;
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if (!multiplayer && random[SpawnMace]() < fail_sp)
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{ // Sometimes doesn't show up if not in deathmatch
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return;
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}
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if (multiplayer && !deathmatch && random[SpawnMace]() < fail_co)
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{
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return;
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}
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if (deathmatch && random[SpawnMace]() < fail_dm)
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{
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return;
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}
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if (cls == NULL)
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{
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return;
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}
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let spawned = Spawn(cls, self.Pos, ALLOW_REPLACE);
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if (spawned)
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{
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// Setting z in two steps is necessary to proper initialize floorz before using it.
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spawned.SetOrigin (spot.Pos, false);
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spawned.SetZ(spawned.floorz);
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// We want this to respawn.
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if (!bDropped)
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{
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spawned.bDropped = false;
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}
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let inv = Inventory(spawned);
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if (inv)
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{
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inv.SpawnPointClass = GetClass();
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}
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}
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}
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}
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