- moved OwnedStates and NumOwnedStates out of PClassActor.
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05240ccbe5
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4afe2d4218
11 changed files with 37 additions and 41 deletions
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@ -162,15 +162,13 @@ bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info,
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catch (CVMAbortException &err)
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{
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err.MaybePrintMessage();
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auto owner = FState::StaticFindStateOwner(this);
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int offs = int(this - owner->OwnedStates);
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const char *callinfo = "";
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if (info != nullptr && info->mStateType == STATE_Psprite)
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{
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if (stateowner->IsKindOf(NAME_Weapon) && stateowner != self) callinfo = "weapon ";
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else callinfo = "overlay ";
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}
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err.stacktrace.AppendFormat("Called from %sstate %s.%d in %s\n", callinfo, owner->TypeName.GetChars(), offs, stateowner->GetClass()->TypeName.GetChars());
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err.stacktrace.AppendFormat("Called from %sstate %s in %s\n", callinfo, FState::StaticGetStateName(this), stateowner->GetClass()->TypeName.GetChars());
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throw;
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throw;
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}
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@ -299,8 +297,6 @@ PClassActor::PClassActor()
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GameFilter = GAME_Any;
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SpawnID = 0;
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DoomEdNum = -1;
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OwnedStates = NULL;
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NumOwnedStates = 0;
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StateList = NULL;
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DamageFactors = NULL;
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PainChances = NULL;
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