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Fix up them there ghosts!
* Stop orphaning their memory. They ARE PU_LEVEL, so they'll disappear eventually, but, like... it's not good memory management practice to just *orphan* them when you're literally never going to do anything with them ever again. Y'know? * Make ghosts spawn properly on slopes.
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parent
9d3aad9036
commit
91eb248e46
1 changed files with 21 additions and 15 deletions
36
src/g_game.c
36
src/g_game.c
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@ -4362,6 +4362,7 @@ void G_GhostTicker(void)
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p->next = g->next;
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p->next = g->next;
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else
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else
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ghosts = g->next;
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ghosts = g->next;
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Z_Free(g);
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continue;
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continue;
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}
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}
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p = g;
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p = g;
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@ -5314,29 +5315,28 @@ void G_AddGhost(char *defdemoname)
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mthing = playerstarts[0];
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mthing = playerstarts[0];
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I_Assert(mthing);
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I_Assert(mthing);
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{ // A bit more complex than P_SpawnPlayer because ghosts aren't solid and won't just push themselves out of the ceiling.
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{ // A bit more complex than P_SpawnPlayer because ghosts aren't solid and won't just push themselves out of the ceiling.
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fixed_t x,y,z;
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fixed_t z,f,c;
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sector_t *sector;
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gh->mo = P_SpawnMobj(mthing->x << FRACBITS, mthing->y << FRACBITS, 0, MT_GHOST);
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x = mthing->x << FRACBITS;
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gh->mo->angle = FixedAngle(mthing->angle*FRACUNIT);
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y = mthing->y << FRACBITS;
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f = gh->mo->floorz;
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sector = R_PointInSubsector(x, y)->sector;
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c = gh->mo->ceilingz - mobjinfo[MT_PLAYER].height;
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if (!!(mthing->options & MTF_AMBUSH) ^ !!(mthing->options & MTF_OBJECTFLIP))
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if (!!(mthing->options & MTF_AMBUSH) ^ !!(mthing->options & MTF_OBJECTFLIP))
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{
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{
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z = sector->ceilingheight - mobjinfo[MT_PLAYER].height;
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z = c;
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if (mthing->options >> ZSHIFT)
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if (mthing->options >> ZSHIFT)
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z -= ((mthing->options >> ZSHIFT) << FRACBITS);
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z -= ((mthing->options >> ZSHIFT) << FRACBITS);
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if (z < sector->floorheight)
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if (z < f)
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z = sector->floorheight;
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z = f;
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}
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}
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else
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else
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{
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{
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z = sector->floorheight;
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z = f;
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if (mthing->options >> ZSHIFT)
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if (mthing->options >> ZSHIFT)
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z += ((mthing->options >> ZSHIFT) << FRACBITS);
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z += ((mthing->options >> ZSHIFT) << FRACBITS);
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if (z > sector->ceilingheight - mobjinfo[MT_PLAYER].height)
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if (z > c)
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z = sector->ceilingheight - mobjinfo[MT_PLAYER].height;
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z = c;
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}
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}
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gh->mo = P_SpawnMobj(x, y, z, MT_GHOST);
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gh->mo->z = z;
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gh->mo->angle = FixedAngle(mthing->angle*FRACUNIT);
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}
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}
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gh->mo->state = states+S_PLAY_STND;
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gh->mo->state = states+S_PLAY_STND;
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gh->mo->sprite = gh->mo->state->sprite;
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gh->mo->sprite = gh->mo->state->sprite;
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@ -5534,8 +5534,14 @@ boolean G_CheckDemoStatus(void)
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{
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{
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boolean saved;
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boolean saved;
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if(ghosts) // ... ... ...
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while (ghosts)
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ghosts = NULL; // :)
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{
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demoghost *next = ghosts->next;
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Z_Free(ghosts);
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ghosts = next;
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}
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ghosts = NULL;
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// DO NOT end metal sonic demos here
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// DO NOT end metal sonic demos here
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