Made the EventHandler class tree a bit more branchy. Now disallowing creation of Static* via EventHandler.Create.
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5e53b73d60
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fb1d55101e
7 changed files with 127 additions and 69 deletions
120
src/events.cpp
120
src/events.cpp
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@ -2,24 +2,29 @@
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#include "virtual.h"
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#include "r_utility.h"
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DEventHandler* E_FirstEventHandler = nullptr;
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DStaticEventHandler* E_FirstEventHandler = nullptr;
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void E_RegisterHandler(DEventHandler* handler)
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bool E_RegisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return;
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return false;
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if (E_CheckHandler(handler))
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return false;
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// link into normal list
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handler->prev = nullptr;
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handler->next = E_FirstEventHandler;
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if (handler->next)
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handler->next->prev = handler;
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E_FirstEventHandler = handler;
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return true;
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}
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void E_UnregisterHandler(DEventHandler* handler)
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bool E_UnregisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return;
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return false;
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if (!E_CheckHandler(handler))
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return false;
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// link out of normal list
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if (handler->prev)
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handler->prev->next = handler->next;
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@ -27,60 +32,78 @@ void E_UnregisterHandler(DEventHandler* handler)
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handler->next->prev = handler->prev;
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if (handler == E_FirstEventHandler)
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E_FirstEventHandler = handler->next;
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return true;
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}
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bool E_CheckHandler(DStaticEventHandler* handler)
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{
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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if (handler == lhandler) return true;
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return false;
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}
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void E_MapLoaded()
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{
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->MapLoaded();
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}
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void E_MapUnloading()
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{
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->MapUnloading();
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}
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void E_RenderFrame()
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{
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->RenderFrame();
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}
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void E_RenderCamera()
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{
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->RenderCamera();
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}
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void E_RenderBeforeThing(AActor* thing)
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{
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->RenderBeforeThing(thing);
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}
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void E_RenderAfterThing(AActor* thing)
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{
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->RenderAfterThing(thing);
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}
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// declarations
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IMPLEMENT_CLASS(DStaticEventHandler, false, false);
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IMPLEMENT_CLASS(DStaticRenderEventHandler, false, false);
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IMPLEMENT_CLASS(DEventHandler, false, false);
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IMPLEMENT_CLASS(DRenderEventHandler, false, false);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewPos);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewAngle);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewPitch);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewRoll);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, FracTic);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, Camera);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, CurrentThing);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewPos);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewAngle);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewPitch);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewRoll);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, FracTic);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, Camera);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, CurrentThing);
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DEFINE_ACTION_FUNCTION(DEventHandler, Create)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DEventHandler);
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PARAM_CLASS(t, DStaticEventHandler);
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// check if type inherits dynamic handlers
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if (!t->IsDescendantOf(RUNTIME_CLASS(DEventHandler)) &&
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!t->IsDescendantOf(RUNTIME_CLASS(DRenderEventHandler)))
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{
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// disallow static types creation with Create()
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ACTION_RETURN_OBJECT(nullptr);
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}
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// generate a new object of this type.
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ACTION_RETURN_OBJECT(t->CreateNew());
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}
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@ -88,9 +111,16 @@ DEFINE_ACTION_FUNCTION(DEventHandler, Create)
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DEFINE_ACTION_FUNCTION(DEventHandler, CreateOnce)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DEventHandler);
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PARAM_CLASS(t, DStaticEventHandler);
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// check if type inherits dynamic handlers
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if (!t->IsDescendantOf(RUNTIME_CLASS(DEventHandler)) &&
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!t->IsDescendantOf(RUNTIME_CLASS(DRenderEventHandler)))
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{
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// disallow static types creation with Create()
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ACTION_RETURN_OBJECT(nullptr);
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}
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// check if there are already registered handlers of this type.
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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if (handler->GetClass() == t) // check precise class
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ACTION_RETURN_OBJECT(nullptr);
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// generate a new object of this type.
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@ -100,8 +130,8 @@ DEFINE_ACTION_FUNCTION(DEventHandler, CreateOnce)
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DEFINE_ACTION_FUNCTION(DEventHandler, Find)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DEventHandler);
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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PARAM_CLASS(t, DStaticEventHandler);
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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if (handler->GetClass() == t) // check precise class
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ACTION_RETURN_OBJECT(handler);
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ACTION_RETURN_OBJECT(nullptr);
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@ -110,17 +140,17 @@ DEFINE_ACTION_FUNCTION(DEventHandler, Find)
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DEFINE_ACTION_FUNCTION(DEventHandler, Register)
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{
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PARAM_PROLOGUE;
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PARAM_OBJECT(handler, DEventHandler);
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E_RegisterHandler(handler);
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return 0;
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PARAM_OBJECT(handler, DStaticEventHandler);
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if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
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ACTION_RETURN_BOOL(E_RegisterHandler(handler));
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, Unregister)
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{
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PARAM_PROLOGUE;
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PARAM_OBJECT(handler, DEventHandler);
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E_UnregisterHandler(handler);
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return 0;
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PARAM_OBJECT(handler, DStaticEventHandler);
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if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
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ACTION_RETURN_BOOL(E_UnregisterHandler(handler));
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}
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#define DEFINE_EVENT_HANDLER(cls, funcname, args) DEFINE_ACTION_FUNCTION(cls, funcname) \
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@ -139,21 +169,21 @@ void cls::funcname(args) \
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} \
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}
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DEFINE_EVENT_HANDLER(DEventHandler, MapLoaded,)
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DEFINE_EVENT_HANDLER(DEventHandler, MapUnloading,)
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DEFINE_EVENT_HANDLER(DEventHandler, RenderFrame,)
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DEFINE_EVENT_HANDLER(DEventHandler, RenderCamera,)
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DEFINE_EVENT_HANDLER(DEventHandler, RenderBeforeThing, AActor*)
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DEFINE_EVENT_HANDLER(DEventHandler, RenderAfterThing, AActor*)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, MapLoaded,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, MapUnloading,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderFrame,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderCamera,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderBeforeThing, AActor*)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderAfterThing, AActor*)
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//
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void DEventHandler::OnDestroy()
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void DStaticEventHandler::OnDestroy()
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{
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E_UnregisterHandler(this);
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DObject::OnDestroy();
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}
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void DRenderEventHandler::Setup()
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void DStaticRenderEventHandler::Setup()
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{
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ViewPos = ::ViewPos;
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ViewAngle = ::ViewAngle;
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@ -163,26 +193,26 @@ void DRenderEventHandler::Setup()
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Camera = ::camera;
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}
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void DRenderEventHandler::RenderFrame()
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void DStaticRenderEventHandler::RenderFrame()
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{
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Setup();
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DEventHandler::RenderFrame();
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DStaticEventHandler::RenderFrame();
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}
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void DRenderEventHandler::RenderCamera()
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void DStaticRenderEventHandler::RenderCamera()
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{
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Setup();
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DEventHandler::RenderCamera();
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DStaticEventHandler::RenderCamera();
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}
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void DRenderEventHandler::RenderBeforeThing(AActor* thing)
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void DStaticRenderEventHandler::RenderBeforeThing(AActor* thing)
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{
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CurrentThing = thing;
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DEventHandler::RenderBeforeThing(thing);
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DStaticEventHandler::RenderBeforeThing(thing);
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}
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void DRenderEventHandler::RenderAfterThing(AActor* thing)
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void DStaticRenderEventHandler::RenderAfterThing(AActor* thing)
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{
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CurrentThing = thing;
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DEventHandler::RenderAfterThing(thing);
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DStaticEventHandler::RenderAfterThing(thing);
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}
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