Exported destructible geometry to ZScript

This commit is contained in:
ZZYZX 2018-11-06 04:59:17 +02:00 committed by Christoph Oelckers
commit a276ebfb08
9 changed files with 400 additions and 40 deletions

View file

@ -416,6 +416,20 @@ void E_WorldLineActivated(line_t* line, AActor* actor, int activationType)
handler->WorldLineActivated(line, actor, activationType);
}
int E_WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
damage = handler->WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius);
return damage;
}
int E_WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
damage = handler->WorldLineDamaged(line, source, damage, damagetype, side, position, isradius);
return damage;
}
void E_PlayerEntered(int num, bool fromhub)
{
// this event can happen during savegamerestore. make sure that local handlers don't receive it.
@ -570,6 +584,13 @@ DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageAngle);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivatedLine);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivationType);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, ShouldActivate);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSectorPart);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageLine);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSector);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageLineSide);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamagePosition);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageIsRadius);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, NewDamage);
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn);
@ -662,6 +683,8 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDamaged)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLinePreActivated)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLineActivated)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldSectorDamaged);
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLineDamaged);
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick)
@ -861,6 +884,54 @@ void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor, int ac
}
}
int DStaticEventHandler::WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius)
{
IFVIRTUAL(DStaticEventHandler, WorldSectorDamaged)
{
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldSectorDamaged_VMPtr)
return damage;
FWorldEvent e = E_SetupWorldEvent();
e.DamageSource = source;
e.DamageSector = sector;
e.NewDamage = e.Damage = damage;
e.DamageType = damagetype;
e.DamageSectorPart = part;
e.DamagePosition = position;
e.DamageIsRadius = isradius;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
return e.NewDamage;
}
return damage;
}
int DStaticEventHandler::WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius)
{
IFVIRTUAL(DStaticEventHandler, WorldLineDamaged)
{
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldLineDamaged_VMPtr)
return damage;
FWorldEvent e = E_SetupWorldEvent();
e.DamageSource = source;
e.DamageLine = line;
e.NewDamage = e.Damage = damage;
e.DamageType = damagetype;
e.DamageLineSide = side;
e.DamagePosition = position;
e.DamageIsRadius = isradius;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
return e.NewDamage;
}
return damage;
}
void DStaticEventHandler::WorldLightning()
{
IFVIRTUAL(DStaticEventHandler, WorldLightning)