mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
- started reorganizing SW's memory management.
Need to get rid of all those unmanaged allocations and present game data in an easily serializable form. This adds a managed TPointer class that replicates the useful parts of std::unique_pointer but steers clear of its properties that often render it useless.
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parent
588fa5ffe2
commit
dcb393bc44
5 changed files with 175 additions and 17 deletions
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@ -269,6 +269,32 @@ FSerializer &Serialize(FSerializer &arc, const char *key, TArray<T, TT> &value,
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return arc;
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}
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template<class T, class TT>
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FSerializer& Serialize(FSerializer& arc, const char* key, TPointer<T>& value, TPointer<T>* def)
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{
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if (arc.isWriting())
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{
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if (value.Data() == nullptr && key) return arc;
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}
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bool res = arc.BeginArray(key);
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if (arc.isReading())
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{
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if (!res || arc.ArraySize() == 0)
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{
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value.Clear();
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return arc;
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}
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value.Alloc();
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}
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if (value.Data())
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{
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Serialize(arc, nullptr, *value, def ? def->Data() : nullptr);
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}
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arc.EndArray();
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return arc;
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}
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template<int size>
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FSerializer& Serialize(FSerializer& arc, const char* key, FixedBitArray<size>& value, FixedBitArray<size>* def)
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{
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@ -1368,6 +1368,128 @@ protected:
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};
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// Pointer wrapper without the unpleasant side effects of std::unique_ptr, mainly the inability to copy it.
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// This class owns the object with no means to release it, and copying the pointer copies the object.
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template <class T>
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class TPointer
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{
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public:
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////////
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TPointer()
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{
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Ptr = nullptr;
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}
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TPointer(const T& other)
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{
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Alloc();
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*Ptr = other;
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}
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TPointer(T&& other)
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{
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Alloc();
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*Ptr = other;
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}
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TPointer(const TPointer<T>& other)
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{
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DoCopy(other);
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}
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TPointer(TPointer<T>&& other)
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{
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Ptr = other.Ptr;
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other.Ptr = nullptr;
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}
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TPointer<T>& operator= (const T& other)
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{
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if (&other != this)
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{
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Alloc();
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*Ptr = other;
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}
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return *this;
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}
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TPointer<T>& operator= (const TPointer<T>& other)
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{
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if (&other != this)
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{
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DoCopy(other);
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}
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return *this;
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}
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TPointer<T>& operator= (TPointer<T>&& other)
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{
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if (&other != this)
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{
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if (Ptr) delete Ptr;
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Ptr = other.Ptr;
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other.Ptr = nullptr;
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}
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return *this;
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}
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~TPointer()
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{
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if (Ptr) delete Ptr;
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Ptr = nullptr;
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}
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// Check equality of two pointers
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bool operator==(const TPointer<T>& other) const
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{
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return *Ptr == *other.Ptr;
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}
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T& operator* () const
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{
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assert(Ptr);
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return *Ptr;
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}
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T* operator->() { return Ptr; }
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// returns raw pointer
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T* Data() const
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{
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return Ptr;
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}
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operator T* () const
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{
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return Ptr;
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}
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void Alloc()
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{
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if (!Ptr) Ptr = new T;
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}
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void Clear()
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{
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if (Ptr) delete Ptr;
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Ptr = nullptr;
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}
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void Swap(TPointer<T>& other)
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{
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std::swap(Ptr, other.Ptr);
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}
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private:
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T* Ptr;
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void DoCopy(const TPointer<T>& other)
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{
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if (other.Ptr == nullptr)
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{
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Clear();
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}
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else
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{
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Alloc();
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*Ptr = *other.Ptr;
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}
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}
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};
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//==========================================================================
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//
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@ -1115,12 +1115,22 @@ typedef struct
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// User Extension record
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//
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typedef struct
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struct USER
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{
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// These are for easy zero-init of USERs without having to be on the lookout for non-trivial members.
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void* operator new(size_t alloc)
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{
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return M_Calloc(alloc, 1);
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}
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void operator delete (void* mem)
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{
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M_Free(mem);
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}
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//
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// Variables that can be used by actors and Player
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//
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ROTATORp rotator;
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TPointer<ROTATOR> rotator;
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// wall vars for lighting
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int WallCount;
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@ -1269,7 +1279,9 @@ typedef struct
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int16_t oangdiff; // Used for interpolating sprite angles
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uint8_t filler;
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} USER,*USERp;
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};
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using USERp = USER*;
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struct USERSAVE
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{
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@ -1440,21 +1452,15 @@ typedef struct
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} RANGE,*RANGEp;
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inline void ClearUser(USER* user)
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{
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*user = {};
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}
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#pragma message ("Remove NewUser/FreeUser!")
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inline USER* NewUser()
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{
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auto u = (USER*)M_Calloc(sizeof(USER), 1);// new USER;
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ClearUser(u);
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return u;
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return new USER;
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}
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inline void FreeUser(int num)
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{
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if (User[num]) M_Free(User[num]);// delete User[num];
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if (User[num]) delete User[num];
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User[num] = nullptr;
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}
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@ -747,7 +747,11 @@ bool GameInterface::LoadGame()
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while (SpriteNum != -1)
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{
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User[SpriteNum] = u = NewUser();
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// We need to be careful with allocated content in User when loading a binary save state.
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// This needs to be refactored out ASAP.
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u->rotator.Clear();
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MREAD(u,sizeof(USER),1,fil);
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memset((void*)&u->rotator, 0, sizeof(u->rotator));
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if (u->WallShade)
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{
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@ -757,7 +761,7 @@ bool GameInterface::LoadGame()
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if (u->rotator)
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{
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u->rotator = (ROTATORp)CallocMem(sizeof(*u->rotator), 1);
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u->rotator.Alloc();
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MREAD(u->rotator,sizeof(*u->rotator),1,fil);
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if (u->rotator->origx)
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@ -790,7 +790,8 @@ KillSprite(int16_t SpriteNum)
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FreeMem(u->rotator->origx);
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if (u->rotator->origy)
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FreeMem(u->rotator->origy);
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FreeMem(u->rotator);
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u->rotator.Clear();
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}
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FreeUser(SpriteNum);
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@ -909,7 +910,6 @@ SpawnUser(short SpriteNum, short id, STATEp state)
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u->WaitTics = 0;
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u->OverlapZ = Z(4);
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u->WallShade = NULL;
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u->rotator = NULL;
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u->bounce = 0;
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u->motion_blur_num = 0;
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@ -2404,7 +2404,7 @@ SpriteSetup(void)
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for (w = startwall, wallcount = 0; w <= endwall; w++)
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wallcount++;
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u->rotator = (ROTATORp)CallocMem(sizeof(ROTATOR), 1);
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u->rotator.Alloc();
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u->rotator->num_walls = wallcount;
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u->rotator->open_dest = SP_TAG5(sp);
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u->rotator->speed = SP_TAG7(sp);
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@ -2460,7 +2460,7 @@ SpriteSetup(void)
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u->WaitTics = time*15; // 1/8 of a sec
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u->Tics = 0;
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u->rotator = (ROTATORp)CallocMem(sizeof(ROTATOR), 1);
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u->rotator.Alloc();
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u->rotator->open_dest = SP_TAG5(sp);
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u->rotator->speed = SP_TAG7(sp);
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u->rotator->vel = SP_TAG8(sp);
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