- 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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d005e0b483
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29 changed files with 240 additions and 242 deletions
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@ -1208,7 +1208,7 @@ bool AActor::Grind(bool items)
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if (i != NULL)
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{
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i = i->GetReplacement();
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i = i->GetReplacement(Level);
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const AActor *defaults = GetDefaultByType (i);
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if (defaults->SpawnState == NULL ||
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@ -4539,7 +4539,7 @@ AActor *AActor::StaticSpawn(FLevelLocals *Level, PClassActor *type, const DVecto
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if (allowreplacement)
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{
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type = type->GetReplacement();
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type = type->GetReplacement(Level);
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}
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AActor *actor;
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@ -4682,7 +4682,7 @@ void AActor::PostBeginPlay ()
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void AActor::CallPostBeginPlay()
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{
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Super::CallPostBeginPlay();
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eventManager.WorldThingSpawned(this);
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Level->localEventManager->WorldThingSpawned(this);
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}
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bool AActor::isFast()
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@ -4800,7 +4800,7 @@ void AActor::OnDestroy ()
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// note that this differs from ThingSpawned in that you can actually override OnDestroy to avoid calling the hook.
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// but you can't really do that without utterly breaking the game, so it's ok.
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// note: if OnDestroy is ever made optional, E_WorldThingDestroyed should still be called for ANY thing.
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eventManager.WorldThingDestroyed(this);
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Level->localEventManager->WorldThingDestroyed(this);
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DeleteAttachedLights();
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ClearRenderSectorList();
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@ -5155,7 +5155,7 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
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DObject::StaticPointerSubstitution (oldactor, p->mo);
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eventManager.PlayerRespawned(PlayerNum(p));
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localEventManager->PlayerRespawned(PlayerNum(p));
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Behaviors.StartTypedScripts (SCRIPT_Respawn, p->mo, true);
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}
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}
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@ -5363,7 +5363,7 @@ AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position)
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// it to the unknown thing.
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// Handle decorate replacements explicitly here
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// to check for missing frames in the replacement object.
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i = mentry->Type->GetReplacement();
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i = mentry->Type->GetReplacement(this);
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const AActor *defaults = GetDefaultByType (i);
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if (defaults->SpawnState == NULL ||
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@ -7137,7 +7137,7 @@ void AActor::Revive()
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}
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// [ZZ] resurrect hook
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eventManager.WorldThingRevived(this);
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Level->localEventManager->WorldThingRevived(this);
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}
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int AActor::GetGibHealth() const
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