- fixed: ACS calls need to explicitly pass the level into COPY_AAPTR.

Unlike from an action function, this can be called with a null actor, which for the player constants still needs to return something valid.
This commit is contained in:
Christoph Oelckers 2019-02-07 15:41:35 +01:00
commit bcc1aa95b2
6 changed files with 19 additions and 13 deletions

View file

@ -5352,7 +5352,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
AActor *ptr = Level->SingleActorFromTID(args[1], activator);
if (argCount > 2)
{
ptr = COPY_AAPTR(ptr, args[2]);
ptr = COPY_AAPTREX(Level, ptr, args[2]);
}
if (ptr == activator) ptr = NULL;
ASSIGN_AAPTR(activator, args[0], ptr, (argCount > 3) ? args[3] : 0);
@ -6326,7 +6326,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
actor = Level->SingleActorFromTID(tid1, activator);
AActor * actor2 = tid2 == tid1 ? actor : Level->SingleActorFromTID(tid2, activator);
return COPY_AAPTR(actor, args[0]) == COPY_AAPTR(actor2, args[1]);
return COPY_AAPTREX(Level, actor, args[0]) == COPY_AAPTREX(Level, actor2, args[1]);
}
break;
@ -6504,7 +6504,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
int count = argCount >= 4 ? args[3] : 1;
int flags = argCount >= 5 ? args[4] : 0;
int ptr = argCount >= 6 ? args[5] : AAPTR_DEFAULT;
return P_Thing_CheckProximity(actor, classname, distance, count, flags, ptr);
return P_Thing_CheckProximity(Level, actor, classname, distance, count, flags, ptr);
}
case ACSF_CheckActorState:
@ -6528,8 +6528,8 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_DamageActor: // [arookas] wrapper around P_DamageMobj
{
// (target, ptr_select1, inflictor, ptr_select2, amount, damagetype)
AActor* target = COPY_AAPTR(Level->SingleActorFromTID(args[0], activator), args[1]);
AActor* inflictor = COPY_AAPTR(Level->SingleActorFromTID(args[2], activator), args[3]);
AActor* target = COPY_AAPTREX(Level, Level->SingleActorFromTID(args[0], activator), args[1]);
AActor* inflictor = COPY_AAPTREX(Level, Level->SingleActorFromTID(args[2], activator), args[3]);
FName damagetype(Level->Behaviors.LookupString(args[5]));
return P_DamageMobj(target, inflictor, inflictor, args[4], damagetype);
}