Пример #1
0
void AVavoomLight::BeginPlay ()
{
	// This must not call Super::BeginPlay!
	ChangeStatNum(STAT_DLIGHT);
	if (Sector) z -= Sector->floorplane.ZatPoint(x, y);
	lighttype = PointLight;
}
Пример #2
0
//==========================================================================
//
//
//
//==========================================================================
void ADynamicLight::BeginPlay()
{
	//Super::BeginPlay();
	ChangeStatNum(STAT_DLIGHT);

	m_intensity[0] = args[LIGHT_INTENSITY];
	m_intensity[1] = args[LIGHT_SECONDARY_INTENSITY];
}
Пример #3
0
DLighting::DLighting (sector_t *sector)
	: DSectorEffect (sector)
{
	ChangeStatNum (STAT_LIGHT);

	// [BB] Workaround to save whether this lighting was created by the map.
	bNotMapSpawned = ( level.time > 0 );
}
Пример #4
0
//==========================================================================
//
//
//
//==========================================================================
void ADynamicLight::BeginPlay()
{
	//Super::BeginPlay();
	ChangeStatNum(STAT_DLIGHT);

	m_Radius[0] = args[LIGHT_INTENSITY];
	m_Radius[1] = args[LIGHT_SECONDARY_INTENSITY];
	visibletoplayer = true;
}
Пример #5
0
void AInventory::BecomeItem ()
{
	if (!(flags & (MF_NOBLOCKMAP|MF_NOSECTOR)))
	{
		UnlinkFromWorld (nullptr);
		flags |= MF_NOBLOCKMAP|MF_NOSECTOR;
		LinkToWorld (nullptr);
	}
	RemoveFromHash ();
	flags &= ~MF_SPECIAL;
	ChangeStatNum(STAT_INVENTORY);
	// stop all sounds this item is playing.
	for(int i = 1;i<=7;i++) S_StopSound(this, i);
	SetState (FindState("Held"));
}
Пример #6
0
void AInventory::BecomePickup ()
{
	if (Owner != NULL)
	{
		Owner->RemoveInventory (this);
	}
	if (flags & (MF_NOBLOCKMAP|MF_NOSECTOR))
	{
		UnlinkFromWorld (nullptr);
		flags &= ~(MF_NOBLOCKMAP|MF_NOSECTOR);
		LinkToWorld (nullptr);
		P_FindFloorCeiling (this);
	}
	flags = (GetDefault()->flags | MF_DROPPED) & ~MF_COUNTITEM;
	renderflags &= ~RF_INVISIBLE;
	ChangeStatNum(STAT_DEFAULT);
	SetState (SpawnState);
}
Пример #7
0
void AInventory::BeginPlay ()
{
	Super::BeginPlay ();
	ChangeStatNum (STAT_INVENTORY);
	flags |= MF_DROPPED;	// [RH] Items are dropped by default
}
Пример #8
0
void AMapMarker::BeginPlay ()
{
	ChangeStatNum (STAT_MAPMARKER);
}
Пример #9
0
DLighting::DLighting (sector_t *sector)
	: DSectorEffect (sector)
{
	ChangeStatNum (STAT_LIGHT);
}