- made setting actor TID more explicit
Now it's no longer possible to manipulate TID hash from arbitrary location For example, this prevents linking of destroyed object into the hash TID member is still public but writing to it is limited to a few very specific cases like serialization and player traveling between levels https://forum.zdoom.org/viewtopic.php?t=64476
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9 changed files with 42 additions and 38 deletions
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@ -2400,12 +2400,11 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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if (type >= DEM_SUMMON2 && type <= DEM_SUMMONFOE2)
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{
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spawned->Angles.Yaw = source->Angles.Yaw - angle;
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spawned->tid = tid;
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spawned->special = special;
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for(i = 0; i < 5; i++) {
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spawned->args[i] = args[i];
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}
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if(tid) spawned->AddToHash();
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if(tid) spawned->SetTID(tid);
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}
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}
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}
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