Improve NoDelay reliability.
- Instead of tying NoDelay behavior to OF_JustSpawned, use a new actor flag, MF7_HANDLENODELAY. This only gets cleared once it has actually been checked by Tick(). This is necessary because freeze mode delays the initial run of Tick() past the initial spawn, so OF_JustSpawned will no longer be set when it does the initial tick. - Delay NoDelay processing if an actor is spawned dormant. Actors spawned dormant have Deactivate() called before they tick, so MF7_HANDLENODELAY will remain set as long as an actor is dormant. This allows the NoDelay handling to occur as expected once it is activated.
This commit is contained in:
parent
a3e74bb39f
commit
e021fba5e1
4 changed files with 22 additions and 16 deletions
|
|
@ -3525,19 +3525,23 @@ void AActor::Tick ()
|
|||
Destroy();
|
||||
return;
|
||||
}
|
||||
if (ObjectFlags & OF_JustSpawned && state->GetNoDelay())
|
||||
if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT))
|
||||
{
|
||||
// For immediately spawned objects with the NoDelay flag set for their
|
||||
// Spawn state, explicitly set the current state so that it calls its
|
||||
// action and chains 0-tic states.
|
||||
int starttics = tics;
|
||||
if (!SetState(state))
|
||||
return; // freed itself
|
||||
// If the initial state had a duration of 0 tics, let the next state run
|
||||
// normally. Otherwise, increment tics by 1 so that we don't double up ticks.
|
||||
if (starttics > 0 && tics >= 0)
|
||||
flags7 &= ~MF7_HANDLENODELAY;
|
||||
if (state->GetNoDelay())
|
||||
{
|
||||
tics++;
|
||||
// For immediately spawned objects with the NoDelay flag set for their
|
||||
// Spawn state, explicitly set the current state so that it calls its
|
||||
// action and chains 0-tic states.
|
||||
int starttics = tics;
|
||||
if (!SetState(state))
|
||||
return; // freed itself
|
||||
// If the initial state had a duration of 0 tics, let the next state run
|
||||
// normally. Otherwise, increment tics by 1 so that we don't double up ticks.
|
||||
else if (starttics > 0 && tics >= 0)
|
||||
{
|
||||
tics++;
|
||||
}
|
||||
}
|
||||
}
|
||||
// cycle through states, calling action functions at transitions
|
||||
|
|
@ -4024,6 +4028,7 @@ void AActor::PostBeginPlay ()
|
|||
Renderer->StateChanged(this);
|
||||
}
|
||||
PrevAngle = angle;
|
||||
flags7 |= MF7_HANDLENODELAY;
|
||||
}
|
||||
|
||||
void AActor::MarkPrecacheSounds() const
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue