- Added a NODELAY state flag. This is only valid for a state immediately following a Spawn label.

When set, the actor will run this state during its first tick. This means Spawn
  states may now run an action function if you set this flag. Note that this action function
  is executed during the actor's first tick, which is not the same as when it is spawned.

SVN r4240 (trunk)
This commit is contained in:
Randy Heit 2013-04-30 04:20:09 +00:00
commit 0e19a0e330
6 changed files with 65 additions and 21 deletions

View file

@ -3496,22 +3496,35 @@ void AActor::Tick ()
}
// cycle through states, calling action functions at transitions
assert (state != NULL);
if (ObjectFlags & OF_JustSpawned && state->GetNoDelay())
{
// For immediately spawned objects with the NoDelay flag set for their
// Spawn state, explicitly set the current state so that it calls its
// action and chains 0-tic states.
int starttics = tics;
SetState(state);
// If the initial state had a duration of 0 tics, let the next state run
// normally. Otherwise, increment tics by 1 so that we don't double up ticks.
if (starttics > 0 && tics >= 0)
{
tics++;
}
}
if (tics != -1)
{
// [RH] Use tics <= 0 instead of == 0 so that spawnstates
// of 0 tics work as expected.
if (tics <= 0)
{
assert (state != NULL);
if (state == NULL)
{
Destroy();
return;
}
if (!SetState (state->GetNextState()))
if (!SetState(state->GetNextState()))
return; // freed itself
}
tics--;
}
else
@ -3983,13 +3996,6 @@ void AActor::PostBeginPlay ()
Renderer->StateChanged(this);
}
PrevAngle = angle;
// [BL] Run zero-delay spawn states now so that we don't create a tic later
if(tics == 0 && state)
{
if (!SetState (state->GetNextState()))
return; // freed itself
}
}
void AActor::MarkPrecacheSounds() const