EVENT_MOVEEFFECTORS. Allows disabling, overriding, or just plain tampering with built-in SECTOREFFECTOR effects.

git-svn-id: https://svn.eduke32.com/eduke32@5579 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2016-01-21 19:35:25 +00:00
parent d30efa9a0a
commit 72d7f042de
3 changed files with 10 additions and 0 deletions

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@ -5630,6 +5630,14 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
const int32_t nexti = nextspritestat[i];
spritetype *const s = &sprite[i];
int32_t p, pl = A_FindPlayer(s, &p);
if (VM_OnEventWithBoth(EVENT_MOVEEFFECTORS, i, pl, p, 0))
{
i = nexti;
continue;
}
sectortype *const sc = &sector[s->sectnum];
const int32_t st = s->lotag;
const int32_t sh = s->hitag;

View file

@ -121,6 +121,7 @@ enum GameEvent_t {
EVENT_DISPLAYTIP,
EVENT_DISPLAYACCESS,
EVENT_MOVESECTOR,
EVENT_MOVEEFFECTORS,
#ifdef LUNATIC
EVENT_ANIMATEALLSPRITES,
#endif

View file

@ -697,6 +697,7 @@ const char *EventNames[MAXEVENTS] =
"EVENT_DISPLAYTIP",
"EVENT_DISPLAYACCESS",
"EVENT_MOVESECTOR",
"EVENT_MOVEEFFECTORS",
#ifdef LUNATIC
"EVENT_ANIMATEALLSPRITES",
#endif