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Merge branch 'onUpdate' into 'master'
Run onUpdate when the game is paused Closes #8012 See merge request OpenMW/openmw!4487
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commit
f040cb41fd
@ -203,13 +203,12 @@ namespace MWLua
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// Run engine handlers
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mEngineEvents.callEngineHandlers();
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if (!timeManager.isPaused())
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{
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float frameDuration = MWBase::Environment::get().getFrameDuration();
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for (LocalScripts* scripts : mActiveLocalScripts)
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scripts->update(frameDuration);
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mGlobalScripts.update(frameDuration);
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}
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bool isPaused = timeManager.isPaused();
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float frameDuration = MWBase::Environment::get().getFrameDuration();
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for (LocalScripts* scripts : mActiveLocalScripts)
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scripts->update(isPaused ? 0 : frameDuration);
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mGlobalScripts.update(isPaused ? 0 : frameDuration);
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mLua.protectedCall([&](LuaUtil::LuaView& lua) { mScriptTracker.unloadInactiveScripts(lua); });
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}
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@ -24,7 +24,7 @@ Engine handler is a function defined by a script, that can be called by the engi
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| `assigned to a script in openmw-cs (not yet implemented).`
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| ``onInterfaceOverride`` can be called before ``onInit``.
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* - onUpdate(dt)
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- | Called every frame if the game is not paused. `dt` is
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- | Called every frame in the Lua thread (even if the game is paused). `dt` is
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| the simulation time from the last update in seconds.
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* - onSave() -> savedData
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- | Called when the game is saving. May be called in inactive state,
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@ -182,6 +182,10 @@ local function updateCrosshair()
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end
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local function onUpdate(dt)
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if dt <=0 then
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return
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end
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camera.setExtraPitch(0)
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camera.setExtraYaw(0)
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camera.setExtraRoll(0)
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@ -41,6 +41,10 @@ end
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local initialized = false
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local function onUpdate(dt)
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if dt <= 0 then
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return
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end
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-- The script is loaded before the actor's CharacterController object is initialized, therefore
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-- we have to delay this initialization step or the call won't have any effect.
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if not initialized then
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@ -96,7 +96,11 @@ local function skillUsedHandler(skillid, params)
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end
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end
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local function onUpdate()
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local function onUpdate(dt)
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if dt <=0 then
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return
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end
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if self.cell ~= cell then
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cell = self.cell
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onCellChange()
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@ -11,7 +11,7 @@ local function emitTargetsChanged()
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end
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end
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local function onUpdate()
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local function onUpdate(dt)
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if types.Actor.isDeathFinished(self) or not types.Actor.isInActorsProcessingRange(self) then
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if next(targets) ~= nil then
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targets = {}
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@ -21,10 +21,10 @@ local function onUpdate()
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return
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end
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-- Early-out for actors without targets and without combat state
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-- Early-out for actors without targets and without combat state when the game is not paused
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-- TODO: use events or engine handlers to detect when targets change
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local isStanceNothing = types.Actor.getStance(self) == types.Actor.STANCE.Nothing
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if isStanceNothing and next(targets) == nil and not AI.isFleeing() then
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if isStanceNothing and next(targets) == nil and not AI.isFleeing() and dt > 0 then
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return
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end
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@ -42,7 +42,7 @@
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-- @return #number
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---
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-- Whether the world is paused (onUpdate doesn't work when the world is paused).
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-- Whether the world is paused.
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-- @function [parent=#core] isWorldPaused
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-- @return #boolean
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@ -119,7 +119,7 @@
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-- @param #number ratio
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---
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-- Whether the world is paused (onUpdate doesn't work when the world is paused).
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-- Whether the world is paused.
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-- @function [parent=#world] isWorldPaused
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-- @return #boolean
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