- separation of static and map-local event handlers into separate lists.
Having everything lumped together made this a maintenance hassle because it affected how the level has to be stored. This hasn't been tested yet, so it may not work as intended!
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parent
d005e0b483
commit
66eb4e5048
29 changed files with 240 additions and 242 deletions
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@ -2561,7 +2561,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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if (cls != NULL)
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{
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killcount = primaryLevel->Massacre(false, cls->TypeName);
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PClassActor *cls_rep = cls->GetReplacement();
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PClassActor *cls_rep = cls->GetReplacement(primaryLevel);
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if (cls != cls_rep)
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{
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killcount += primaryLevel->Massacre(false, cls_rep->TypeName);
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@ -2583,7 +2583,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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if (cls != NULL && cls->IsDescendantOf(RUNTIME_CLASS(AActor)))
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{
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removecount = RemoveClass(primaryLevel, cls);
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const PClass *cls_rep = cls->GetReplacement();
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const PClass *cls_rep = cls->GetReplacement(primaryLevel);
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if (cls != cls_rep)
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{
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removecount += RemoveClass(primaryLevel, cls_rep);
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@ -2671,7 +2671,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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for (int i = 0; i < 3; i++)
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arg[i] = ReadLong(stream);
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bool manual = !!ReadByte(stream);
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eventManager.Console(player, s, arg[0], arg[1], arg[2], manual);
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primaryLevel->localEventManager->Console(player, s, arg[0], arg[1], arg[2], manual);
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}
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break;
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