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66d28a24b8
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going. It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
72 lines
2.6 KiB
C++
72 lines
2.6 KiB
C++
/*
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** a_soundenvironment.cpp
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** Actor that controls the reverb settings in its zone
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "info.h"
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#include "r_defs.h"
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#include "s_sound.h"
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#include "r_state.h"
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class ASoundEnvironment : public AActor
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{
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DECLARE_CLASS (ASoundEnvironment, AActor)
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public:
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void PostBeginPlay ();
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void Deactivate (AActor *activator);
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void Activate (AActor *deactivator);
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};
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IMPLEMENT_CLASS(ASoundEnvironment, false, false)
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void ASoundEnvironment::PostBeginPlay ()
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{
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Super::PostBeginPlay ();
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if (!(flags2 & MF2_DORMANT))
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{
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CallActivate (this);
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}
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}
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void ASoundEnvironment::Activate (AActor *activator)
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{
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Zones[Sector->ZoneNumber].Environment = S_FindEnvironment ((args[0]<<8) | (args[1]));
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}
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// Deactivate just exists so that you can flag the thing as dormant in an editor
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// and not have it take effect. This is so you can use multiple environments in
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// a single zone, with only one set not-dormant, so you know which one will take
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// effect at the start.
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void ASoundEnvironment::Deactivate (AActor *deactivator)
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{
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flags2 |= MF2_DORMANT;
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}
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