- 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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29 changed files with 240 additions and 242 deletions
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@ -124,7 +124,7 @@ void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype,
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if (dogroups)
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{
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damage = eventManager.WorldLineDamaged(line, source, damage, damagetype, side, position, isradius);
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damage = line->GetLevel()->localEventManager->WorldLineDamaged(line, source, damage, damagetype, side, position, isradius);
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if (damage < 0) damage = 0;
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}
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@ -160,7 +160,7 @@ void P_DamageSector(sector_t* sector, AActor* source, int damage, FName damagety
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if (dogroups)
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{
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damage = eventManager.WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius);
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damage = sector->Level->localEventManager->WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius);
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if (damage < 0) damage = 0;
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}
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