- redirect most references to the global players array through FLevelLocals.
The Map loader may not access any global state at all - everything it can touch must be exchangable. Furthermore, if we want to sandbox each level, there may be no direct access to any kind of global state whatsoever from the play code.
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19 changed files with 259 additions and 189 deletions
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@ -573,7 +573,7 @@ void P_SerializePlayers(FLevelLocals *Level, FSerializer &arc, bool skipload)
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// Count the number of players present right now.
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for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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if (Level->PlayerInGame(i))
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{
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++numPlayersNow;
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}
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@ -879,16 +879,16 @@ void FLevelLocals::SpawnExtraPlayers()
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// be sure to spawn the extra players.
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int i;
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if (deathmatch)
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if (deathmatch || !isPrimaryLevel())
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{
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return;
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}
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].mo == NULL)
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if (PlayerInGame(i) && Players[i]->mo == NULL)
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{
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players[i].playerstate = PST_ENTER;
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Players[i]->playerstate = PST_ENTER;
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SpawnPlayer(&playerstarts[i], i, (flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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}
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}
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@ -1019,9 +1019,9 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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}
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].mo != nullptr)
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if (PlayerInGame(i) && Players[i]->mo != nullptr)
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{
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FWeaponSlots::SetupWeaponSlots(players[i].mo);
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FWeaponSlots::SetupWeaponSlots(Players[i]->mo);
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}
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}
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RecreateAllAttachedLights();
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