- block direct use of 'new' for DObjects.
This is to ensure that the Class pointer can be set right on creation. ZDoom had always depended on handling this lazily which poses some problems for the VM. So now there is a variadic Create<classtype> function taking care of that, but to ensure that it gets used, direct access to the new operator has been blocked. This also neccessitated making DArgs a regular object because they get created before the type system is up. Since the few uses of DArgs are easily controllable this wasn't a big issue. - did a bit of optimization on the bots' decision making whether to pick up a health item or not.
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929affa3cb
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68 changed files with 384 additions and 341 deletions
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@ -543,7 +543,7 @@ static void ParseListMenu(FScanner &sc)
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{
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sc.MustGetString();
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DListMenuDescriptor *desc = new DListMenuDescriptor;
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DListMenuDescriptor *desc = Create<DListMenuDescriptor>();
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desc->mMenuName = sc.String;
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desc->mSelectedItem = -1;
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desc->mAutoselect = -1;
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@ -867,7 +867,7 @@ static void ParseOptionMenu(FScanner &sc)
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{
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sc.MustGetString();
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DOptionMenuDescriptor *desc = new DOptionMenuDescriptor;
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DOptionMenuDescriptor *desc = Create<DOptionMenuDescriptor>();
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desc->mMenuName = sc.String;
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desc->mSelectedItem = -1;
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desc->mScrollPos = 0;
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@ -919,8 +919,8 @@ void M_ParseMenuDefs()
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OptionSettings.mFontColorHighlight = V_FindFontColor(gameinfo.mFontColorHighlight);
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OptionSettings.mFontColorSelection = V_FindFontColor(gameinfo.mFontColorSelection);
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// these are supposed to get GC'd after parsing is complete.
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DefaultListMenuSettings = new DListMenuDescriptor;
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DefaultOptionMenuSettings = new DOptionMenuDescriptor;
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DefaultListMenuSettings = Create<DListMenuDescriptor>();
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DefaultOptionMenuSettings = Create<DOptionMenuDescriptor>();
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DefaultListMenuSettings->Reset();
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DefaultOptionMenuSettings->Reset();
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@ -1066,7 +1066,7 @@ static void BuildEpisodeMenu()
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{
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// Couldn't create the episode menu, either because there's too many episodes or some error occured
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// Create an option menu for episode selection instead.
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DOptionMenuDescriptor *od = new DOptionMenuDescriptor;
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DOptionMenuDescriptor *od = Create<DOptionMenuDescriptor>();
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MenuDescriptors[NAME_Episodemenu] = od;
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od->mMenuName = NAME_Episodemenu;
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od->mTitle = "$MNU_EPISODE";
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@ -1199,7 +1199,7 @@ static void BuildPlayerclassMenu()
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{
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// Couldn't create the playerclass menu, either because there's too many episodes or some error occured
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// Create an option menu for class selection instead.
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DOptionMenuDescriptor *od = new DOptionMenuDescriptor;
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DOptionMenuDescriptor *od = Create<DOptionMenuDescriptor>();
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MenuDescriptors[NAME_Playerclassmenu] = od;
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od->mMenuName = NAME_Playerclassmenu;
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od->mTitle = "$MNU_CHOOSECLASS";
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@ -1505,7 +1505,7 @@ fail:
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DOptionMenuDescriptor *od;
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if (desc == nullptr)
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{
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od = new DOptionMenuDescriptor;
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od = Create<DOptionMenuDescriptor>();
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MenuDescriptors[NAME_Skillmenu] = od;
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od->mMenuName = NAME_Skillmenu;
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od->mTitle = "$MNU_CHOOSESKILL";
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