WorldPortal(Pre)Crossed event handlers?

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WorldPortal(Pre)Crossed event handlers?

Postby gramps » Thu Dec 27, 2018 3:17 am

This is a suggestion for WorldPortalPreCrossed and WorldPortalCrossed event handlers. These would work exactly like WorldLinePreActivated and WorldLineActivated, except they'd fire when an actor crosses a portal (as of 3.7.0, these line activation event handlers aren't triggered when crossing through a portal).

Spoiler: original post re. gzdoom 3.6.0
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Re: WorldPortal(Pre)Crossed event handlers?

Postby gramps » Fri Dec 28, 2018 1:59 pm

Made some major changes to this, as the behavior that sort of partly worked in 3.6.0 no longer works at all in 3.7.0. Bumping this in case it got missed.
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Re: WorldPortal(Pre)Crossed event handlers?

Postby Graf Zahl » Fri Dec 28, 2018 2:12 pm

It was never supposed to work for portals, actually. The changes probably come from straightening out some issues with the events.
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Re: WorldPortal(Pre)Crossed event handlers?

Postby gramps » Fri Dec 28, 2018 2:41 pm

Makes sense, no complaints here. Actually glad it changed before I committed to using it.

Still, it would be really useful to be able to detect these events. In my case I want to fill in some gaps in monster behavior, which involves monitoring portal crossings (I could have something running every tick instead, but this would be much cleaner and cheaper).
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