- 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

@ -2171,13 +2171,9 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
// Set bounce state
if (BounceFlags & BOUNCE_UseBounceState)
{
FName names[2];
FState *bouncestate;
names[0] = NAME_Bounce;
names[1] = plane.fC() < 0 ? NAME_Ceiling : NAME_Floor;
bouncestate = FindState(2, names);
if (bouncestate != NULL)
FName names[2] = { NAME_Bounce, plane.fC() < 0 ? NAME_Ceiling : NAME_Floor };
FState *bouncestate = FindState(2, names);
if (bouncestate != nullptr)
{
SetState(bouncestate);
}