Implemented WorldThingDied (calls at the same point as SCRIPT_Kill); Added Inflictor parameter for WorldThingDied.
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4 changed files with 94 additions and 0 deletions
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@ -239,8 +239,27 @@ void E_WorldThingSpawned(AActor* actor)
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handler->WorldThingSpawned(actor);
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}
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void E_WorldThingDied(AActor* actor, AActor* inflictor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingDied(actor, inflictor);
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}
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void E_WorldThingDestroyed(AActor* actor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingDestroyed(actor);
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}
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// normal event loopers (non-special, argument-less)
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DEFINE_EVENT_LOOPER(RenderFrame)
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DEFINE_EVENT_LOOPER(WorldLightning)
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// declarations
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IMPLEMENT_CLASS(DStaticEventHandler, false, false);
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@ -258,6 +277,7 @@ DEFINE_FIELD_X(RenderEvent, DRenderEvent, Camera);
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DEFINE_FIELD_X(WorldEvent, DWorldEvent, IsSaveGame);
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DEFINE_FIELD_X(WorldEvent, DWorldEvent, Thing);
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DEFINE_FIELD_X(WorldEvent, DWorldEvent, Inflictor);
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DEFINE_ACTION_FUNCTION(DEventHandler, Create)
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@ -375,14 +395,24 @@ DEFINE_ACTION_FUNCTION(DStaticEventHandler, Unregister)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLoaded)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldUnloaded)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingSpawned)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDied)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, RenderFrame)
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// ===========================================
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//
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// Event handlers
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//
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// ===========================================
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static DWorldEvent* E_SetupWorldEvent()
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{
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static DWorldEvent* e = nullptr;
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if (!e) e = (DWorldEvent*)RUNTIME_CLASS(DWorldEvent)->CreateNew();
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e->IsSaveGame = savegamerestore;
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e->Thing = nullptr;
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e->Inflictor = nullptr;
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return e;
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}
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@ -426,6 +456,48 @@ void DStaticEventHandler::WorldThingSpawned(AActor* actor)
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}
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}
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void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor)
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingDied)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_WorldThingDied_VMPtr)
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return;
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DWorldEvent* e = E_SetupWorldEvent();
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e->Thing = actor;
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e->Inflictor = inflictor;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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void DStaticEventHandler::WorldThingDestroyed(AActor* actor)
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{
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IFVIRTUAL(DStaticEventHandler, WorldThingDestroyed)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_WorldThingDestroyed_VMPtr)
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return;
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DWorldEvent* e = E_SetupWorldEvent();
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e->Thing = actor;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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void DStaticEventHandler::WorldLightning()
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{
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IFVIRTUAL(DStaticEventHandler, WorldLightning)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_WorldLightning_VMPtr)
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return;
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DWorldEvent* e = E_SetupWorldEvent();
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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static DRenderEvent* E_SetupRenderEvent()
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{
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static DRenderEvent* e = nullptr;
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