- 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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@ -350,7 +350,7 @@ void P_FreeLevelData ()
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{
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// [ZZ] delete per-map event handlers
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E_Shutdown(true);
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eventManager.Shutdown(true);
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R_FreePastViewers();
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for (auto Level : AllLevels())
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@ -425,7 +425,7 @@ void P_SetupLevel(FLevelLocals *Level, int position, bool newGame)
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// [ZZ] init per-map static handlers. we need to call this before everything is set up because otherwise scripts don't receive PlayerEntered event
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// (which happens at god-knows-what stage in this function, but definitely not the last part, because otherwise it'd work to put E_InitStaticHandlers before the player spawning)
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E_InitStaticHandlers(true);
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eventManager.InitStaticHandlers(true);
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// generate a checksum for the level, to be included and checked with savegames.
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map->GetChecksum(Level->md5);
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@ -434,7 +434,7 @@ void P_SetupLevel(FLevelLocals *Level, int position, bool newGame)
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if (newGame)
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{
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E_NewGame(EventHandlerType::PerMap);
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eventManager.NewGame(EventHandlerType::PerMap);
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}
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MapLoader loader(Level);
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@ -587,7 +587,7 @@ static void P_Shutdown ()
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}
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P_FreeLevelData ();
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// [ZZ] delete global event handlers
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E_Shutdown(false);
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eventManager.Shutdown(false);
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ST_Clear();
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for (auto &p : players)
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{
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