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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #1351 from Areloch/SpawnOverhaulFixes
A few fixes for reported issues with the spawn overhaul behavior
This commit is contained in:
commit
3d305284cf
1 changed files with 45 additions and 34 deletions
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@ -128,7 +128,7 @@ function GameConnection::spawnControlObject( %this )
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if (%this.numModsNeedingLoaded)
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callOnObjectList("setSpawnObjectType", %modulesIdList, %this);
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else
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%this.GetEventManager().onSetSpawnObjectTypeComplete(); //just jump to progress
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%this.listener.onSetSpawnObjectTypeComplete(%this); //just jump to progress
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}
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function GameConnectionListener::onSetSpawnObjectTypeComplete( %this, %client )
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@ -144,38 +144,8 @@ function GameConnectionListener::onSetSpawnObjectTypeComplete( %this, %client )
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// a new one could result in an uncontrolled player object.
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error("Attempting to create a player for a client that already has one!");
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}
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// Spawn with the engine's Sim::spawnObject() function
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%client.player = spawnObject(%client.spawnClass, %client.spawnDataBlock);
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if (!%client.player.isMemberOfClass(%client.spawnClass))
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warn("Trying to spawn a class that does not derive from "@ %client.spawnClass);
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// Add the player object to MissionCleanup so that it
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// won't get saved into the level files and will get
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// cleaned up properly
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MissionCleanup.add(%client.player);
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// Store the client object on the player object for
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// future reference
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%client.player.client = %client;
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%client.setSpawnPoint();
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// Give the client control of the camera if in the editor
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if( $startWorldEditor )
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{
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%control = %client.camera;
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%control.mode = "Fly";
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EditorGui.syncCameraGui();
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}
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else
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%control = %client.player;
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// Allow the player/camera to receive move data from the GameConnection. Without this
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// the user is unable to control the player/camera.
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if (!isDefined("%noControl"))
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%client.setControlObject(%control);
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}
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function GameConnectionListener::onSetSpawnObjectTypeFailed( %this, %client, %canContinueOnFail )
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@ -189,6 +159,8 @@ function GameConnection::setSpawnPoint( %this )
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%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
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%this.spawnPoint = "";
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%this.spawnLocation = "0 0 0";
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%this.spawnProperties = "";
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%this.spawnScript = "";
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%this.numModsNeedingLoaded = 0;
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%this.moduleLoadedDone = 0;
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@ -199,7 +171,7 @@ function GameConnection::setSpawnPoint( %this )
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if (%this.numModsNeedingLoaded)
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callOnObjectList("setSpawnPoint", %modulesIdList, %this);
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else
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%this.GetEventManager().onSetSpawnPointComplete();
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%this.listener.onSetSpawnPointComplete(%this);
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}
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function GameConnectionListener::onSetSpawnPointComplete( %this, %client )
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@ -207,8 +179,26 @@ function GameConnectionListener::onSetSpawnPointComplete( %this, %client )
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%client.moduleLoadedDone++;
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if (%client.moduleLoadedDone < %client.numModsNeedingLoaded)
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return; //continue to wait
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// Spawn with the engine's Sim::spawnObject() function
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%client.player = spawnObject(%client.spawnClass, %client.spawnDataBlock, %client.spawnProperties, %client.spawnScript);
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if (isObject(%client.player))
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if(!isObject(%client.player))
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error("Failed to spawn player object!");
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if (!%client.player.isMemberOfClass(%client.spawnClass))
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warn("Trying to spawn a class that does not derive from "@ %client.spawnClass);
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// Add the player object to MissionCleanup so that it
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// won't get saved into the level files and will get
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// cleaned up properly
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MissionCleanup.add(%client.player);
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// Store the client object on the player object for
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// future reference
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%client.player.client = %client;
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if (isObject(%client.player) && %client.spawnLocation != "-1")
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%client.player.setTransform(%client.spawnLocation);
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else
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{
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@ -230,6 +220,27 @@ function GameConnectionListener::onSetSpawnPointComplete( %this, %client )
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"");
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}
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}
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// Give the client control of the camera if in the editor
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if( $startWorldEditor )
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{
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%control = %client.camera;
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%control.mode = "Fly";
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EditorGui.syncCameraGui();
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}
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else
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%control = %client.player;
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//Non-cameras will scope down to the client automatically, but if it's
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//JUST a camera, we'll tell it to do so now
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if(%control.isMemberOfClass("Camera"))
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%control.scopeToClient(%client);
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// Allow the player/camera to receive move data from the GameConnection. Without this
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// the user is unable to control the player/camera.
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if (!isDefined("%noControl"))
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%client.setControlObject(%control);
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%client.onPostSpawn();
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}
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@ -249,7 +260,7 @@ function GameConnection::onPostSpawn( %this )
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if (%this.numModsNeedingLoaded)
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callOnObjectList("onPostSpawn", %modulesIdList, %this);
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else
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%this.GetEventManager().onPostSpawnComplete();
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%this.listener.onPostSpawnComplete(%this);
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}
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function GameConnectionListener::onPostSpawnComplete(%this, %client)
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