// The second half of random spawning. Now that the spawner is initialized, the // real actor can be created. If the following code were in BeginPlay instead, // missiles would not have yet obtained certain information that is absolutely // necessary to them -- such as their source and destination. void PostBeginPlay() { AActor * newmobj = NULL; bool boss = false; Super::PostBeginPlay(); if (Species == NAME_None) { Destroy(); return; } const PClass * cls = PClass::FindClass(Species); if (this->flags & MF_MISSILE && target && target->target) // Attempting to spawn a missile. { if ((tracer == NULL) && (flags2 & MF2_SEEKERMISSILE)) tracer = target->target; newmobj = P_SpawnMissileXYZ(x, y, z, target, target->target, cls, false); } else newmobj = Spawn(cls, x, y, z, NO_REPLACE); if (newmobj != NULL) { // copy everything relevant newmobj->SpawnAngle = newmobj->angle = angle; newmobj->SpawnPoint[2] = SpawnPoint[2]; newmobj->special = special; newmobj->args[0] = args[0]; newmobj->args[1] = args[1]; newmobj->args[2] = args[2]; newmobj->args[3] = args[3]; newmobj->args[4] = args[4]; newmobj->special1 = special1; newmobj->special2 = special2; newmobj->SpawnFlags = SpawnFlags; newmobj->HandleSpawnFlags(); newmobj->tid = tid; newmobj->AddToHash(); newmobj->velx = velx; newmobj->vely = vely; newmobj->velz = velz; newmobj->master = master; // For things such as DamageMaster/DamageChildren, transfer mastery. newmobj->target = target; newmobj->tracer = tracer; newmobj->CopyFriendliness(this, false); // This handles things such as projectiles with the MF4_SPECTRAL flag that have // a health set to -2 after spawning, for internal reasons. if (health != SpawnHealth()) newmobj->health = health; if (!(flags & MF_DROPPED)) newmobj->flags &= ~MF_DROPPED; // Handle special altitude flags if (newmobj->flags & MF_SPAWNCEILING) { newmobj->z = newmobj->ceilingz - newmobj->height - SpawnPoint[2]; } else if (newmobj->flags2 & MF2_SPAWNFLOAT) { fixed_t space = newmobj->ceilingz - newmobj->height - newmobj->floorz; if (space > 48*FRACUNIT) { space -= 40*FRACUNIT; newmobj->z = MulScale8 (space, pr_randomspawn()) + newmobj->floorz + 40*FRACUNIT; } newmobj->z += SpawnPoint[2]; } if (newmobj->flags & MF_MISSILE) P_CheckMissileSpawn(newmobj); // Bouncecount is used to count how many recursions we're in. if (newmobj->IsKindOf(PClass::FindClass("RandomSpawner"))) newmobj->bouncecount = ++bouncecount; // If the spawned actor has either of those flags, it's a boss. if ((newmobj->flags4 & MF4_BOSSDEATH) || (newmobj->flags2 & MF2_BOSS)) boss = true; // If a replaced actor has either of those same flags, it's also a boss. AActor * rep = GetDefaultByType(GetClass()->ActorInfo->GetReplacee()->Class); if (rep && ((rep->flags4 & MF4_BOSSDEATH) || (rep->flags2 & MF2_BOSS))) boss = true; // [BB] If we're the server, tell clients to spawn the actor. if ( NETWORK_GetState( ) == NETSTATE_SERVER ) { SERVERCOMMANDS_SpawnThing( newmobj ); // [BB] Also set the angle and momentum if necessary. SERVER_SetThingNonZeroAngleAndMomentum( newmobj ); } // [BB] The client did the spawning, so this has to be a client side only actor. else if ( ( NETWORK_GetState( ) == NETSTATE_CLIENT ) || ( CLIENTDEMO_IsPlaying( ) ) ) newmobj->ulNetworkFlags |= NETFL_CLIENTSIDEONLY; } if (boss) this->tracer = newmobj; // [BB] Only destroy the actor if it's not needed for a map reset. Otherwise just hide it. else HideOrDestroyIfSafe(); // "else" because a boss-replacing spawner must wait until it can call A_BossDeath. // [BB] Workaround to ensure that the spawner is properly reset in GAME_ResetMap. this->ulSTFlags |= STFL_POSITIONCHANGED; }
// The second half of random spawning. Now that the spawner is initialized, the // real actor can be created. If the following code were in BeginPlay instead, // missiles would not have yet obtained certain information that is absolutely // necessary to them -- such as their source and destination. void PostBeginPlay() { AActor * newmobj = NULL; bool boss = false; Super::PostBeginPlay(); if (Species == NAME_None) { Destroy(); return; } const PClass * cls = PClass::FindClass(Species); if (this->flags & MF_MISSILE && target && target->target) // Attempting to spawn a missile. { if ((tracer == NULL) && (flags2 & MF2_SEEKERMISSILE)) tracer = target->target; newmobj = P_SpawnMissileXYZ(Pos(), target, target->target, cls, false); } else newmobj = Spawn(cls, Pos(), NO_REPLACE); if (newmobj != NULL) { // copy everything relevant newmobj->SpawnAngle = newmobj->angle = angle; newmobj->SpawnPoint[2] = SpawnPoint[2]; newmobj->special = special; newmobj->args[0] = args[0]; newmobj->args[1] = args[1]; newmobj->args[2] = args[2]; newmobj->args[3] = args[3]; newmobj->args[4] = args[4]; newmobj->special1 = special1; newmobj->special2 = special2; newmobj->SpawnFlags = SpawnFlags & ~MTF_SECRET; // MTF_SECRET needs special treatment to avoid incrementing the secret counter twice. It had already been processed for the spawner itself. newmobj->HandleSpawnFlags(); newmobj->SpawnFlags = SpawnFlags; newmobj->tid = tid; newmobj->AddToHash(); newmobj->velx = velx; newmobj->vely = vely; newmobj->velz = velz; newmobj->master = master; // For things such as DamageMaster/DamageChildren, transfer mastery. newmobj->target = target; newmobj->tracer = tracer; newmobj->CopyFriendliness(this, false); // This handles things such as projectiles with the MF4_SPECTRAL flag that have // a health set to -2 after spawning, for internal reasons. if (health != SpawnHealth()) newmobj->health = health; if (!(flags & MF_DROPPED)) newmobj->flags &= ~MF_DROPPED; // Handle special altitude flags if (newmobj->flags & MF_SPAWNCEILING) { newmobj->SetZ(newmobj->ceilingz - newmobj->height - SpawnPoint[2]); } else if (newmobj->flags2 & MF2_SPAWNFLOAT) { fixed_t space = newmobj->ceilingz - newmobj->height - newmobj->floorz; if (space > 48*FRACUNIT) { space -= 40*FRACUNIT; newmobj->SetZ(MulScale8 (space, pr_randomspawn()) + newmobj->floorz + 40*FRACUNIT); } newmobj->AddZ(SpawnPoint[2]); } if (newmobj->flags & MF_MISSILE) P_CheckMissileSpawn(newmobj, 0); // Bouncecount is used to count how many recursions we're in. if (newmobj->IsKindOf(PClass::FindClass("RandomSpawner"))) newmobj->bouncecount = ++bouncecount; // If the spawned actor has either of those flags, it's a boss. if ((newmobj->flags4 & MF4_BOSSDEATH) || (newmobj->flags2 & MF2_BOSS)) boss = true; // If a replaced actor has either of those same flags, it's also a boss. AActor * rep = GetDefaultByType(GetClass()->ActorInfo->GetReplacee()->Class); if (rep && ((rep->flags4 & MF4_BOSSDEATH) || (rep->flags2 & MF2_BOSS))) boss = true; } if (boss) this->tracer = newmobj; else // "else" because a boss-replacing spawner must wait until it can call A_BossDeath. Destroy(); }