mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- removed the global 'sector_list' variable.
If the calling code wants to recycle this it will have to pass a container variable to AActor::UnlinkFromWorld and AActor::LinkToWorld. This was changed because keeping such data in a global variable is dangerous for a set of functions that can be called from a script. Note that the scripted versions do not yet support saving of the touching_sectorlist.
This commit is contained in:
parent
5723f10cc3
commit
04ff4282ef
14 changed files with 95 additions and 107 deletions
10
src/actor.h
10
src/actor.h
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@ -562,8 +562,14 @@ inline T *GetDefault ()
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struct line_t;
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struct secplane_t;
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struct msecnode_t;
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struct FStrifeDialogueNode;
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struct FLinkContext
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{
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msecnode_t *sector_list = nullptr;
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};
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class DDropItem : public DObject
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{
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DECLARE_CLASS(DDropItem, DObject)
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@ -1220,8 +1226,8 @@ private:
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bool FixMapthingPos();
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public:
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void LinkToWorld (bool spawningmapthing=false, sector_t *sector = NULL);
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void UnlinkFromWorld ();
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void LinkToWorld (FLinkContext *ctx, bool spawningmapthing=false, sector_t *sector = NULL);
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void UnlinkFromWorld(FLinkContext *ctx);
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void AdjustFloorClip ();
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bool InStateSequence(FState * newstate, FState * basestate);
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int GetTics(FState * newstate);
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@ -118,23 +118,24 @@ void FCajunMaster::Main ()
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}
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//Check if player should go observer. Or un observe
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FLinkContext ctx;
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if (bot_observer && !observer && !netgame)
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{
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Printf ("%s is now observer\n", players[consoleplayer].userinfo.GetName());
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observer = true;
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players[consoleplayer].mo->UnlinkFromWorld ();
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players[consoleplayer].mo->UnlinkFromWorld (&ctx);
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players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
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players[consoleplayer].mo->flags2 |= MF2_FLY;
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players[consoleplayer].mo->LinkToWorld ();
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players[consoleplayer].mo->LinkToWorld (&ctx);
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}
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else if (!bot_observer && observer && !netgame) //Go back
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{
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Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.GetName());
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observer = false;
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players[consoleplayer].mo->UnlinkFromWorld ();
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players[consoleplayer].mo->UnlinkFromWorld (&ctx);
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players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
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players[consoleplayer].mo->flags2 &= ~MF2_FLY;
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players[consoleplayer].mo->LinkToWorld ();
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players[consoleplayer].mo->LinkToWorld (&ctx);
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}
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}
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@ -636,14 +636,9 @@ void AInventory::BecomeItem ()
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{
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if (!(flags & (MF_NOBLOCKMAP|MF_NOSECTOR)))
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{
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UnlinkFromWorld ();
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if (sector_list)
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{
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P_DelSeclist (sector_list);
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sector_list = NULL;
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}
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UnlinkFromWorld (nullptr);
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flags |= MF_NOBLOCKMAP|MF_NOSECTOR;
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LinkToWorld ();
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LinkToWorld (nullptr);
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}
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RemoveFromHash ();
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flags &= ~MF_SPECIAL;
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@ -674,9 +669,9 @@ void AInventory::BecomePickup ()
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}
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if (flags & (MF_NOBLOCKMAP|MF_NOSECTOR))
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{
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UnlinkFromWorld ();
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UnlinkFromWorld (nullptr);
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flags &= ~(MF_NOBLOCKMAP|MF_NOSECTOR);
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LinkToWorld ();
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LinkToWorld (nullptr);
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P_FindFloorCeiling (this);
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}
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flags = (GetDefault()->flags | MF_DROPPED) & ~MF_COUNTITEM;
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@ -1196,8 +1196,7 @@ void G_StartTravel ()
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// Only living players travel. Dead ones get a new body on the new level.
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if (players[i].health > 0)
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{
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pawn->UnlinkFromWorld ();
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P_DelSector_List ();
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pawn->UnlinkFromWorld (nullptr);
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int tid = pawn->tid; // Save TID
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pawn->RemoveFromHash ();
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pawn->tid = tid; // Restore TID (but no longer linked into the hash chain)
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@ -1206,8 +1205,7 @@ void G_StartTravel ()
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for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
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{
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inv->ChangeStatNum (STAT_TRAVELLING);
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inv->UnlinkFromWorld ();
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P_DelSector_List ();
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inv->UnlinkFromWorld (nullptr);
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}
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}
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}
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@ -1304,7 +1302,7 @@ void G_FinishTravel ()
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{
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pawndup->Destroy();
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}
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pawn->LinkToWorld ();
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pawn->LinkToWorld (nullptr);
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pawn->ClearInterpolation();
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pawn->AddToHash ();
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pawn->SetState(pawn->SpawnState);
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@ -1313,7 +1311,7 @@ void G_FinishTravel ()
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for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
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{
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inv->ChangeStatNum (STAT_INVENTORY);
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inv->LinkToWorld ();
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inv->LinkToWorld (nullptr);
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inv->Travelled ();
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}
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if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)
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@ -364,6 +364,7 @@ void APathFollower::NewNode ()
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bool APathFollower::Interpolate ()
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{
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DVector3 dpos(0, 0, 0);
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FLinkContext ctx;
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if ((args[2] & 8) && Time > 0.f)
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{
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@ -372,7 +373,7 @@ bool APathFollower::Interpolate ()
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if (CurrNode->Next==NULL) return false;
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UnlinkFromWorld ();
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UnlinkFromWorld (&ctx);
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DVector3 newpos;
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if (args[2] & 1)
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{ // linear
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@ -389,7 +390,7 @@ bool APathFollower::Interpolate ()
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newpos.Z = Splerp(PrevNode->Z(), CurrNode->Z(), CurrNode->Next->Z(), CurrNode->Next->Next->Z());
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}
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SetXYZ(newpos);
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LinkToWorld ();
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LinkToWorld (&ctx);
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if (args[2] & 6)
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{
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@ -541,10 +542,11 @@ void AActorMover::Activate (AActor *activator)
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tracer->flags |= MF_NOGRAVITY;
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if (args[2] & 128)
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{
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tracer->UnlinkFromWorld ();
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FLinkContext ctx;
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tracer->UnlinkFromWorld (&ctx);
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tracer->flags |= MF_NOBLOCKMAP;
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tracer->flags &= ~MF_SOLID;
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tracer->LinkToWorld ();
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tracer->LinkToWorld (&ctx);
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}
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if (tracer->flags3 & MF3_ISMONSTER)
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{
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@ -563,9 +565,10 @@ void AActorMover::Deactivate (AActor *activator)
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Super::Deactivate (activator);
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if (tracer != NULL)
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{
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tracer->UnlinkFromWorld ();
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FLinkContext ctx;
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tracer->UnlinkFromWorld (&ctx);
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tracer->flags = ActorFlags::FromInt (special1);
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tracer->LinkToWorld ();
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tracer->LinkToWorld (&ctx);
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tracer->flags2 = ActorFlags2::FromInt (special2);
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}
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}
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@ -5229,12 +5229,13 @@ void A_Weave(AActor *self, int xyspeed, int zspeed, double xydist, double zdist)
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}
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else
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{
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self->UnlinkFromWorld ();
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FLinkContext ctx;
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self->UnlinkFromWorld (&ctx);
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self->flags |= MF_NOBLOCKMAP;
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// We need to do portal offsetting here explicitly, because SetXY cannot do that.
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newpos -= self->Pos().XY();
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self->SetXY(self->Vec2Offset(newpos.X, newpos.Y));
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self->LinkToWorld ();
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self->LinkToWorld (&ctx);
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}
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self->WeaveIndexXY = weaveXY;
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}
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@ -6862,17 +6863,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetSize)
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double oldradius = self->radius;
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double oldheight = self->Height;
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self->UnlinkFromWorld();
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FLinkContext ctx;
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self->UnlinkFromWorld(&ctx);
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self->radius = newradius;
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self->Height = newheight;
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self->LinkToWorld();
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self->LinkToWorld(&ctx);
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if (testpos && !P_TestMobjLocation(self))
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{
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self->UnlinkFromWorld();
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self->UnlinkFromWorld(&ctx);
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self->radius = oldradius;
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self->Height = oldheight;
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self->LinkToWorld();
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self->LinkToWorld(&ctx);
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ACTION_RETURN_BOOL(false);
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}
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@ -245,10 +245,6 @@ AActor *P_RoughMonsterSearch (AActor *mo, int distance, bool onlyseekable=false,
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//
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// If "floatok" true, move would be ok
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// if within "tmfloorz - tmceilingz".
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extern msecnode_t *sector_list; // phares 3/16/98
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struct spechit_t
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{
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line_t *line;
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@ -395,11 +391,10 @@ enum
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int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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FName damageType, int flags, int fulldamagedistance=0);
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void P_DelSector_List();
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void P_DelSeclist(msecnode_t *); // phares 3/16/98
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msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist);
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msecnode_t* P_DelSecnode(msecnode_t *, msecnode_t *sector_t::*head);
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void P_CreateSecNodeList(AActor*); // phares 3/14/98
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msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list);
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void P_LinkRenderSectors(AActor*);
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void P_UnlinkRenderSectors(AActor*);
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double P_GetMoveFactor(const AActor *mo, double *frictionp); // phares 3/6/98
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@ -82,9 +82,6 @@ static FRandom pr_crunch("DoCrunch");
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TArray<spechit_t> spechit;
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TArray<spechit_t> portalhit;
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// Temporary holder for thing_sectorlist threads
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msecnode_t* sector_list = NULL; // phares 3/16/98
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//==========================================================================
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//
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// FindRefPoint
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@ -2390,10 +2387,11 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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FLinePortal *port = ld->getPortal();
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if (port->mType == PORTT_LINKED)
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{
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thing->UnlinkFromWorld();
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FLinkContext ctx;
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thing->UnlinkFromWorld(&ctx);
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thing->SetXY(tm.pos + port->mDisplacement);
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thing->Prev += port->mDisplacement;
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thing->LinkToWorld();
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thing->LinkToWorld(&ctx);
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P_FindFloorCeiling(thing);
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portalcrossed = true;
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tm.portalstep = false;
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@ -2414,11 +2412,12 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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thing->flags6 &= ~MF6_INTRYMOVE;
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return false;
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}
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thing->UnlinkFromWorld();
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FLinkContext ctx;
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thing->UnlinkFromWorld(&ctx);
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thing->SetXYZ(pos);
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P_TranslatePortalVXVY(ld, thing->Vel.X, thing->Vel.Y);
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P_TranslatePortalAngle(ld, thing->Angles.Yaw);
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thing->LinkToWorld();
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thing->LinkToWorld(&ctx);
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P_FindFloorCeiling(thing);
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thing->ClearInterpolation();
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portalcrossed = true;
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@ -2459,7 +2458,8 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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if (!portalcrossed)
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{
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// the move is ok, so link the thing into its new position
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thing->UnlinkFromWorld();
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FLinkContext ctx;
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thing->UnlinkFromWorld(&ctx);
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oldsector = thing->Sector;
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thing->floorz = tm.floorz;
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@ -2472,7 +2472,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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thing->ceilingsector = tm.ceilingsector;
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thing->SetXY(pos);
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thing->LinkToWorld();
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thing->LinkToWorld(&ctx);
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}
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if (thing->flags2 & MF2_FLOORCLIP)
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@ -2565,13 +2565,14 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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// If the actor stepped through a ceiling portal we need to reacquire the actual position info after the transition
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if (tm.portalstep)
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{
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FLinkContext ctx;
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DVector3 oldpos = thing->Pos();
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thing->UnlinkFromWorld();
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thing->UnlinkFromWorld(&ctx);
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thing->SetXYZ(thing->PosRelative(thing->Sector->GetOppositePortalGroup(sector_t::ceiling)));
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thing->Prev = thing->Pos() - oldpos;
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thing->Sector = P_PointInSector(thing->Pos());
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thing->PrevPortalGroup = thing->Sector->PortalGroup;
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thing->LinkToWorld();
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thing->LinkToWorld(&ctx);
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P_FindFloorCeiling(thing);
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}
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@ -6532,23 +6533,6 @@ msecnode_t *P_DelSecnode(msecnode_t *node, msecnode_t *sector_t::*listhead)
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return NULL;
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} // phares 3/13/98
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//=============================================================================
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//
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// P_DelSector_List
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//
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// Deletes the sector_list and NULLs it.
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//
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//=============================================================================
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void P_DelSector_List()
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{
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if (sector_list != NULL)
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{
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P_DelSeclist(sector_list);
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sector_list = NULL;
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}
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}
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//=============================================================================
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//
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// P_DelSeclist
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@ -6572,7 +6556,7 @@ void P_DelSeclist(msecnode_t *node)
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//
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//=============================================================================
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void P_CreateSecNodeList(AActor *thing)
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msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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{
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msecnode_t *node;
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@ -6638,6 +6622,7 @@ void P_CreateSecNodeList(AActor *thing)
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node = node->m_tnext;
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}
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}
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return sector_list;
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}
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@ -242,9 +242,9 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef, co
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//
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//==========================================================================
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void AActor::UnlinkFromWorld ()
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void AActor::UnlinkFromWorld (FLinkContext *ctx)
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{
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sector_list = NULL;
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if (ctx != nullptr) ctx->sector_list = nullptr;
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if (!(flags & MF_NOSECTOR))
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{
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// invisible things don't need to be in sector list
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@ -275,7 +275,8 @@ void AActor::UnlinkFromWorld ()
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// If this Thing is being removed entirely, then the calling
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// routine will clear out the nodes in sector_list.
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sector_list = touching_sectorlist;
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if (ctx != nullptr) ctx->sector_list = touching_sectorlist;
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else P_DelSeclist(touching_sectorlist);
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touching_sectorlist = NULL; //to be restored by P_SetThingPosition
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P_UnlinkRenderSectors(this);
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@ -390,7 +391,7 @@ bool AActor::FixMapthingPos()
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DEFINE_ACTION_FUNCTION(AActor, UnlinkFromWorld)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->UnlinkFromWorld();
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self->UnlinkFromWorld(nullptr); // fixme
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return 0;
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}
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@ -403,7 +404,7 @@ DEFINE_ACTION_FUNCTION(AActor, UnlinkFromWorld)
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//
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//==========================================================================
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void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
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void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sector)
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{
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bool spawning = spawningmapthing;
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@ -455,9 +456,7 @@ void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
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// When a node is deleted, its sector links (the links starting
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// at sector_t->touching_thinglist) are broken. When a node is
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// added, new sector links are created.
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P_CreateSecNodeList(this);
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touching_sectorlist = sector_list; // Attach to thing
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sector_list = NULL; // clear for next time
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touching_sectorlist = P_CreateSecNodeList(this, ctx != nullptr? ctx->sector_list : nullptr); // Attach to thing
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P_LinkRenderSectors(this);
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}
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@ -522,15 +521,16 @@ void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
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DEFINE_ACTION_FUNCTION(AActor, LinkToWorld)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->LinkToWorld();
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self->LinkToWorld(nullptr); // fixme
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return 0;
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}
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void AActor::SetOrigin(double x, double y, double z, bool moving)
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{
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UnlinkFromWorld ();
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FLinkContext ctx;
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UnlinkFromWorld (&ctx);
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SetXYZ(x, y, z);
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LinkToWorld ();
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LinkToWorld (&ctx);
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P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
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if (!moving) ClearInterpolation();
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}
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@ -514,7 +514,7 @@ void AActor::PostSerialize()
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touching_sectorlist = NULL;
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if (touching_render_sectors) delete touching_render_sectors;
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touching_render_sectors = NULL;
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LinkToWorld(false, Sector);
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LinkToWorld(nullptr, false, Sector);
|
||||
|
||||
AddToHash();
|
||||
if (player)
|
||||
|
@ -3690,12 +3690,13 @@ DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
|
|||
void AActor::CheckPortalTransition(bool islinked)
|
||||
{
|
||||
bool moved = false;
|
||||
FLinkContext ctx;
|
||||
while (!Sector->PortalBlocksMovement(sector_t::ceiling))
|
||||
{
|
||||
if (Z() >= Sector->GetPortalPlaneZ(sector_t::ceiling))
|
||||
{
|
||||
DVector3 oldpos = Pos();
|
||||
if (islinked && !moved) UnlinkFromWorld();
|
||||
if (islinked && !moved) UnlinkFromWorld(&ctx);
|
||||
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::ceiling)));
|
||||
Prev = Pos() - oldpos;
|
||||
Sector = P_PointInSector(Pos());
|
||||
|
@ -3712,7 +3713,7 @@ void AActor::CheckPortalTransition(bool islinked)
|
|||
if (Z() < portalz && floorz < portalz)
|
||||
{
|
||||
DVector3 oldpos = Pos();
|
||||
if (islinked && !moved) UnlinkFromWorld();
|
||||
if (islinked && !moved) UnlinkFromWorld(&ctx);
|
||||
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::floor)));
|
||||
Prev = Pos() - oldpos;
|
||||
Sector = P_PointInSector(Pos());
|
||||
|
@ -3722,7 +3723,7 @@ void AActor::CheckPortalTransition(bool islinked)
|
|||
else break;
|
||||
}
|
||||
}
|
||||
if (islinked && moved) LinkToWorld();
|
||||
if (islinked && moved) LinkToWorld(&ctx);
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -3785,11 +3786,12 @@ void AActor::Tick ()
|
|||
|
||||
if (!Vel.isZero() || !(flags & MF_NOBLOCKMAP))
|
||||
{
|
||||
UnlinkFromWorld();
|
||||
FLinkContext ctx;
|
||||
UnlinkFromWorld(&ctx);
|
||||
flags |= MF_NOBLOCKMAP;
|
||||
SetXYZ(Vec3Offset(Vel));
|
||||
CheckPortalTransition(false);
|
||||
LinkToWorld();
|
||||
LinkToWorld(&ctx);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -4553,7 +4555,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
|
|||
actor->Speed = actor->GetClass()->FastSpeed;
|
||||
|
||||
// set subsector and/or block links
|
||||
actor->LinkToWorld (SpawningMapThing);
|
||||
actor->LinkToWorld (nullptr, SpawningMapThing);
|
||||
actor->ClearInterpolation();
|
||||
|
||||
actor->dropoffz = actor->floorz = actor->Sector->floorplane.ZatPoint(pos);
|
||||
|
@ -4930,12 +4932,9 @@ void AActor::Destroy ()
|
|||
RemoveFromHash ();
|
||||
|
||||
// unlink from sector and block lists
|
||||
UnlinkFromWorld ();
|
||||
UnlinkFromWorld (nullptr);
|
||||
flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
|
||||
|
||||
// Delete all nodes on the current sector_list phares 3/16/98
|
||||
P_DelSector_List();
|
||||
|
||||
// Transform any playing sound into positioned, non-actor sounds.
|
||||
S_RelinkSound (this, NULL);
|
||||
|
||||
|
@ -7486,9 +7485,10 @@ void AActor::RestoreSpecialPosition()
|
|||
// Move item back to its original location
|
||||
DVector2 sp = SpawnPoint;
|
||||
|
||||
UnlinkFromWorld();
|
||||
FLinkContext ctx;
|
||||
UnlinkFromWorld(&ctx);
|
||||
SetXY(sp);
|
||||
LinkToWorld(true);
|
||||
LinkToWorld(&ctx, true);
|
||||
SetZ(Sector->floorplane.ZatPoint(sp));
|
||||
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS | FFCF_NOPORTALS); // no portal checks here so that things get spawned in this sector.
|
||||
|
||||
|
|
|
@ -2939,7 +2939,8 @@ void P_UnPredictPlayer ()
|
|||
// could cause it to change during prediction.
|
||||
player->camera = savedcamera;
|
||||
|
||||
act->UnlinkFromWorld();
|
||||
FLinkContext ctx;
|
||||
act->UnlinkFromWorld(&ctx);
|
||||
memcpy(&act->snext, PredictionActorBackup, sizeof(APlayerPawn) - ((BYTE *)&act->snext - (BYTE *)act));
|
||||
|
||||
// The blockmap ordering needs to remain unchanged, too.
|
||||
|
@ -2968,7 +2969,7 @@ void P_UnPredictPlayer ()
|
|||
}
|
||||
|
||||
// Destroy old refrences
|
||||
msecnode_t *node = sector_list;
|
||||
msecnode_t *node = ctx.sector_list;
|
||||
while (node)
|
||||
{
|
||||
node->m_thing = NULL;
|
||||
|
@ -2976,22 +2977,23 @@ void P_UnPredictPlayer ()
|
|||
}
|
||||
|
||||
// Make the sector_list match the player's touching_sectorlist before it got predicted.
|
||||
P_DelSeclist(sector_list);
|
||||
sector_list = NULL;
|
||||
P_DelSeclist(ctx.sector_list);
|
||||
ctx.sector_list = NULL;
|
||||
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
|
||||
{
|
||||
sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, sector_list, PredictionTouchingSectorsBackup[i]->touching_thinglist);
|
||||
ctx.sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, ctx.sector_list, PredictionTouchingSectorsBackup[i]->touching_thinglist);
|
||||
}
|
||||
act->touching_sectorlist = sector_list; // Attach to thing
|
||||
sector_list = NULL; // clear for next time
|
||||
act->touching_sectorlist = ctx.sector_list; // Attach to thing
|
||||
ctx.sector_list = NULL; // clear for next time
|
||||
|
||||
node = sector_list;
|
||||
// Huh???
|
||||
node = ctx.sector_list;
|
||||
while (node)
|
||||
{
|
||||
if (node->m_thing == NULL)
|
||||
{
|
||||
if (node == sector_list)
|
||||
sector_list = node->m_tnext;
|
||||
if (node == ctx.sector_list)
|
||||
ctx.sector_list = node->m_tnext;
|
||||
node = P_DelSecnode(node, §or_t::touching_thinglist);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -1140,8 +1140,9 @@ void P_CreateLinkedPortals()
|
|||
P_CollectConnectedGroups(actor->Sector->PortalGroup, actor->Pos(), actor->Top(), actor->radius, check);
|
||||
if (check.Size() > 0)
|
||||
{
|
||||
actor->UnlinkFromWorld();
|
||||
actor->LinkToWorld();
|
||||
FLinkContext ctx;
|
||||
actor->UnlinkFromWorld(&ctx);
|
||||
actor->LinkToWorld(&ctx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1217,7 +1217,6 @@ static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID p
|
|||
// [RH] Save which side of heightsec sprite is on here.
|
||||
void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
|
||||
{
|
||||
AActor *thing;
|
||||
F3DFloor *fakeceiling = NULL;
|
||||
F3DFloor *fakefloor = NULL;
|
||||
|
||||
|
|
|
@ -216,9 +216,10 @@ bool ModActorFlag(AActor *actor, FString &flagname, bool set, bool printerror)
|
|||
// If these 2 flags get changed we need to update the blockmap and sector links.
|
||||
bool linkchange = flagp == &actor->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
|
||||
|
||||
if (linkchange) actor->UnlinkFromWorld();
|
||||
FLinkContext ctx;
|
||||
if (linkchange) actor->UnlinkFromWorld(&ctx);
|
||||
ModActorFlag(actor, fd, set);
|
||||
if (linkchange) actor->LinkToWorld();
|
||||
if (linkchange) actor->LinkToWorld(&ctx);
|
||||
}
|
||||
|
||||
if (actor->CountsAsKill() && actor->health > 0) ++level.total_monsters;
|
||||
|
|
Loading…
Reference in a new issue