void AVavoomLight::BeginPlay () { // This must not call Super::BeginPlay! ChangeStatNum(STAT_DLIGHT); if (Sector) z -= Sector->floorplane.ZatPoint(x, y); lighttype = PointLight; }
//========================================================================== // // // //========================================================================== void ADynamicLight::BeginPlay() { //Super::BeginPlay(); ChangeStatNum(STAT_DLIGHT); m_intensity[0] = args[LIGHT_INTENSITY]; m_intensity[1] = args[LIGHT_SECONDARY_INTENSITY]; }
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 ); }
//========================================================================== // // // //========================================================================== void ADynamicLight::BeginPlay() { //Super::BeginPlay(); ChangeStatNum(STAT_DLIGHT); m_Radius[0] = args[LIGHT_INTENSITY]; m_Radius[1] = args[LIGHT_SECONDARY_INTENSITY]; visibletoplayer = true; }
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")); }
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); }
void AInventory::BeginPlay () { Super::BeginPlay (); ChangeStatNum (STAT_INVENTORY); flags |= MF_DROPPED; // [RH] Items are dropped by default }
void AMapMarker::BeginPlay () { ChangeStatNum (STAT_MAPMARKER); }
DLighting::DLighting (sector_t *sector) : DSectorEffect (sector) { ChangeStatNum (STAT_LIGHT); }