- 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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@ -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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