- moved around some pieces of code to make sharing with Raze easier.
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f8ac9a2662
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21 changed files with 96 additions and 74 deletions
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@ -1558,6 +1558,8 @@ struct FTranslatedLineTarget
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};
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void StaticPointerSubstitution(AActor* old, AActor* notOld);
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#define S_FREETARGMOBJ 1
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#endif // __P_MOBJ_H__
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@ -148,7 +148,7 @@ enum
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// The VM cannot deal with this as an invalid pointer because it performs a read barrier on every object pointer read.
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// This doesn't have to point to a valid weapon, though, because WP_NOCHANGE is never dereferenced, but it must point to a valid object
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// and the class descriptor just works fine for that.
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extern AActor *WP_NOCHANGE;
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extern DObject *WP_NOCHANGE;
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// [GRB] Custom player classes
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@ -2523,7 +2523,7 @@ void FParser::SF_PlayerWeapon()
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{
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wp->Destroy();
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// If the weapon is active pick a replacement. Legacy didn't do this!
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if (Level->Players[playernum]->PendingWeapon==wp) Level->Players[playernum]->PendingWeapon=WP_NOCHANGE;
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if (Level->Players[playernum]->PendingWeapon==wp) Level->Players[playernum]->PendingWeapon=(AActor*)WP_NOCHANGE;
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if (Level->Players[playernum]->ReadyWeapon==wp)
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{
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Level->Players[playernum]->ReadyWeapon=nullptr;
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@ -7,6 +7,7 @@
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struct sector_t;
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class AActor;
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class PClass;
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struct FState;
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enum dirtype_t
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@ -4922,6 +4922,62 @@ EXTERN_CVAR(Float, fov)
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extern bool demonew;
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//==========================================================================
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//
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// This once was the main method for pointer cleanup, but
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// nowadays its only use is swapping out PlayerPawns.
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// This requires pointer fixing throughout all objects and a few
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// global variables, but it only needs to look at pointers that
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// can point to a player.
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//
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//==========================================================================
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void StaticPointerSubstitution(AActor* old, AActor* notOld)
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{
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DObject* probe;
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size_t changed = 0;
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int i;
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if (old == nullptr) return;
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// This is only allowed to replace players. For everything else the results are undefined.
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if (!old->IsKindOf(NAME_PlayerPawn) || (notOld != nullptr && !notOld->IsKindOf(NAME_PlayerPawn))) return;
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// Go through all objects.
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i = 0; DObject* last = 0;
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for (probe = GC::Root; probe != NULL; probe = probe->ObjNext)
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{
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i++;
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changed += probe->PointerSubstitution(old, notOld);
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last = probe;
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}
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// Go through players.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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AActor* replacement = notOld;
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auto& p = players[i];
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if (p.mo == old) p.mo = replacement, changed++;
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if (p.poisoner.ForceGet() == old) p.poisoner = replacement, changed++;
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if (p.attacker.ForceGet() == old) p.attacker = replacement, changed++;
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if (p.camera.ForceGet() == old) p.camera = replacement, changed++;
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if (p.ConversationNPC.ForceGet() == old) p.ConversationNPC = replacement, changed++;
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if (p.ConversationPC.ForceGet() == old) p.ConversationPC = replacement, changed++;
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}
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}
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// Go through sectors. Only the level this actor belongs to is relevant.
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for (auto& sec : old->Level->sectors)
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{
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if (sec.SoundTarget == old) sec.SoundTarget = notOld;
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}
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}
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AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{
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player_t *p;
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@ -5184,7 +5240,7 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
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if (sec.SoundTarget == oldactor) sec.SoundTarget = nullptr;
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}
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DObject::StaticPointerSubstitution (oldactor, p->mo);
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StaticPointerSubstitution (oldactor, p->mo);
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localEventManager->PlayerRespawned(PlayerNum(p));
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Behaviors.StartTypedScripts (SCRIPT_Respawn, p->mo, true);
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@ -996,7 +996,7 @@ void P_SetupPsprites(player_t *player, bool startweaponup)
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player->DestroyPSprites();
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// Spawn the ready weapon
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player->PendingWeapon = !startweaponup ? player->ReadyWeapon : WP_NOCHANGE;
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player->PendingWeapon = !startweaponup ? player->ReadyWeapon : (AActor*)WP_NOCHANGE;
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P_BringUpWeapon (player);
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}
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@ -40,6 +40,7 @@
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#define WEAPONTOP 32.
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#define WEAPON_FUDGE_Y 0.375
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struct FTranslatedLineTarget;
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struct FState;
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//
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// Overlay psprites are scaled shapes
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