- 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.
This commit is contained in:
Christoph Oelckers 2018-08-19 01:14:15 +02:00
commit fad406c4c9
47 changed files with 185 additions and 309 deletions

View file

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