- got rid of FNameNoInit and made the default constructor of FName non-initializing.
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually. This also merges the player_t constructor into the class definition as default values.
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47 changed files with 185 additions and 309 deletions
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@ -408,7 +408,7 @@ void PClassActor::RegisterIDs()
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PClassActor *PClassActor::GetReplacement(bool lookskill)
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{
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FName skillrepname;
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FName skillrepname = NAME_None;
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if (lookskill && AllSkills.Size() > (unsigned)gameskill)
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{
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@ -470,7 +470,7 @@ DEFINE_ACTION_FUNCTION(AActor, GetReplacement)
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PClassActor *PClassActor::GetReplacee(bool lookskill)
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{
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FName skillrepname;
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FName skillrepname = NAME_None;
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if (lookskill && AllSkills.Size() > (unsigned)gameskill)
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{
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