- made the event manager an object so it can be instantiated multiple times.
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8d83f03138
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21 changed files with 257 additions and 246 deletions
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@ -454,7 +454,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
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// did we have any level before?
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if (primaryLevel->info != nullptr)
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E_WorldUnloadedUnsafe();
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eventManager.WorldUnloadedUnsafe();
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if (!savegamerestore)
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{
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@ -663,9 +663,9 @@ void FLevelLocals::ChangeLevel(const char *levelname, int position, int flags, i
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unloading = true;
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Behaviors.StartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
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// [ZZ] safe world unload
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E_WorldUnloaded();
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eventManager.WorldUnloaded();
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// [ZZ] unsafe world unload (changemap != map)
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E_WorldUnloadedUnsafe();
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eventManager.WorldUnloadedUnsafe();
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unloading = false;
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STAT_ChangeLevel(nextlevel, this);
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@ -1063,7 +1063,7 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au
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if (newGame)
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{
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E_NewGame(EventHandlerType::Global);
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eventManager.NewGame(EventHandlerType::Global);
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}
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P_SetupLevel (this, position, newGame);
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@ -1118,7 +1118,7 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au
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}
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const bool fromSnapshot = FromSnapshot;
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E_PlayerEntered(ii, fromSnapshot && finishstate == FINISH_SameHub);
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eventManager.PlayerEntered(ii, fromSnapshot && finishstate == FINISH_SameHub);
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if (fromSnapshot)
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{
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@ -1136,9 +1136,9 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au
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StatusBar->AttachToPlayer (&players[consoleplayer]);
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// unsafe world load
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E_WorldLoadedUnsafe();
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eventManager.WorldLoadedUnsafe();
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// regular world load (savegames are handled internally)
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E_WorldLoaded();
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eventManager.WorldLoaded();
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DoDeferedScripts (); // [RH] Do script actions that were triggered on another map.
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