- 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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@ -4484,7 +4484,7 @@ DEFINE_ACTION_FUNCTION(AActor, AimLineAttack)
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struct Origin
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{
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AActor *Caller;
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FNameNoInit PuffSpecies;
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FName PuffSpecies;
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bool hitGhosts;
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bool MThruSpecies;
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bool ThruSpecies;
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@ -5092,6 +5092,7 @@ AActor *P_LinePickActor(AActor *t1, DAngle angle, double distance, DAngle pitch,
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TData.MThruSpecies = false;
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TData.ThruActors = false;
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TData.ThruSpecies = false;
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TData.PuffSpecies = NAME_None;
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if (Trace(t1->PosAtZ(shootz), t1->Sector, direction, distance,
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actorMask, wallMask, t1, trace, TRACE_NoSky | TRACE_PortalRestrict, CheckForActor, &TData))
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@ -5309,7 +5310,7 @@ struct RailData
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AActor *Caller;
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TArray<SRailHit> RailHits;
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TArray<SPortalHit> PortalHits;
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FNameNoInit PuffSpecies;
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FName PuffSpecies;
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bool StopAtOne;
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bool StopAtInvul;
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bool ThruGhosts;
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