- Re-jigged DoJump() to not be recursive so that 0-tic A_Jump* loops are no longer
able to potentially blow up the stack. SVN r3902 (scripting)
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3 changed files with 19 additions and 1 deletions
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@ -610,7 +610,15 @@ static void DoJump(AActor *self, AActor *stateowner, FState *callingstate, FStat
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}
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else if (callingstate == self->state)
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{
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self->SetState(jumpto);
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// Rather than using self->SetState(jumpto) to set the state,
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// set the state directly. Since this function is only called by
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// action functions, which are only called by SetState(), we
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// know that somewhere above us in the stack, a SetState()
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// call is waiting for us to return. We use the flag OF_StateChanged
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// to cause it to bypass the normal next state mechanism and use
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// the one we set here instead.
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self->state = jumpto;
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self->ObjectFlags |= OF_StateChanged;
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}
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else
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{ // something went very wrong. This should never happen.
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