- moved around some pieces of code to make sharing with Raze easier.

This commit is contained in:
Christoph Oelckers 2020-04-11 19:22:16 +02:00
commit cf51508ce6
21 changed files with 96 additions and 74 deletions

View file

@ -4922,6 +4922,62 @@ EXTERN_CVAR(Float, fov)
extern bool demonew;
//==========================================================================
//
// This once was the main method for pointer cleanup, but
// nowadays its only use is swapping out PlayerPawns.
// This requires pointer fixing throughout all objects and a few
// global variables, but it only needs to look at pointers that
// can point to a player.
//
//==========================================================================
void StaticPointerSubstitution(AActor* old, AActor* notOld)
{
DObject* probe;
size_t changed = 0;
int i;
if (old == nullptr) return;
// This is only allowed to replace players. For everything else the results are undefined.
if (!old->IsKindOf(NAME_PlayerPawn) || (notOld != nullptr && !notOld->IsKindOf(NAME_PlayerPawn))) return;
// Go through all objects.
i = 0; DObject* last = 0;
for (probe = GC::Root; probe != NULL; probe = probe->ObjNext)
{
i++;
changed += probe->PointerSubstitution(old, notOld);
last = probe;
}
// Go through players.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
AActor* replacement = notOld;
auto& p = players[i];
if (p.mo == old) p.mo = replacement, changed++;
if (p.poisoner.ForceGet() == old) p.poisoner = replacement, changed++;
if (p.attacker.ForceGet() == old) p.attacker = replacement, changed++;
if (p.camera.ForceGet() == old) p.camera = replacement, changed++;
if (p.ConversationNPC.ForceGet() == old) p.ConversationNPC = replacement, changed++;
if (p.ConversationPC.ForceGet() == old) p.ConversationPC = replacement, changed++;
}
}
// Go through sectors. Only the level this actor belongs to is relevant.
for (auto& sec : old->Level->sectors)
{
if (sec.SoundTarget == old) sec.SoundTarget = notOld;
}
}
AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
{
player_t *p;
@ -5184,7 +5240,7 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
if (sec.SoundTarget == oldactor) sec.SoundTarget = nullptr;
}
DObject::StaticPointerSubstitution (oldactor, p->mo);
StaticPointerSubstitution (oldactor, p->mo);
localEventManager->PlayerRespawned(PlayerNum(p));
Behaviors.StartTypedScripts (SCRIPT_Respawn, p->mo, true);