- 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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parent
34f2d8f310
commit
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47 changed files with 185 additions and 309 deletions
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@ -196,7 +196,7 @@ bool AActor::HasSpecialDeathStates () const
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TArray<FName> &MakeStateNameList(const char * fname)
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{
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static TArray<FName> namelist(3);
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FName firstpart, secondpart;
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FName firstpart = NAME_None, secondpart = NAME_None;
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char *c;
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// Handle the old names for the existing death states
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@ -256,21 +256,19 @@ TArray<FName> &MakeStateNameList(const char * fname)
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FState *PClassActor::FindState(int numnames, FName *names, bool exact) const
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{
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FStateLabels *labels = GetStateLabels();
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FState *best = NULL;
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FState *best = nullptr;
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if (labels != NULL)
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if (labels != nullptr)
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{
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int count = 0;
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FStateLabel *slabel = NULL;
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FName label;
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// Find the best-matching label for this class.
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while (labels != NULL && count < numnames)
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while (labels != nullptr && count < numnames)
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{
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label = *names++;
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slabel = labels->FindLabel(label);
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FName label = *names++;
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FStateLabel *slabel = labels->FindLabel(label);
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if (slabel != NULL)
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if (slabel != nullptr)
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{
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count++;
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labels = slabel->Children;
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@ -283,7 +281,7 @@ FState *PClassActor::FindState(int numnames, FName *names, bool exact) const
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}
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if (count < numnames && exact)
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{
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return NULL;
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return nullptr;
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}
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}
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return best;
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@ -411,7 +409,7 @@ FStateDefine *FStateDefinitions::FindStateLabelInList(TArray<FStateDefine> & lis
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{
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FStateDefine def;
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def.Label = name;
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def.State = NULL;
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def.State = nullptr;
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def.DefineFlags = SDF_NEXT;
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return &list[list.Push(def)];
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}
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