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