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- 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 177 additions and 301 deletions
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@ -9344,10 +9344,8 @@ ExpEmit FxFlopFunctionCall::Emit(VMFunctionBuilder *build)
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//==========================================================================
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FxVectorBuiltin::FxVectorBuiltin(FxExpression *self, FName name)
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:FxExpression(EFX_VectorBuiltin, self->ScriptPosition)
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:FxExpression(EFX_VectorBuiltin, self->ScriptPosition), Function(name), Self(self)
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{
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Self = self;
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Function = name;
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}
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FxVectorBuiltin::~FxVectorBuiltin()
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@ -11144,7 +11142,7 @@ ExpEmit FxRuntimeStateIndex::Emit(VMFunctionBuilder *build)
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FxMultiNameState::FxMultiNameState(const char *_statestring, const FScriptPosition &pos, PClassActor *checkclass)
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:FxExpression(EFX_MultiNameState, pos)
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{
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FName scopename;
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FName scopename = NAME_None;
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FString statestring = _statestring;
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int scopeindex = statestring.IndexOf("::");
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@ -11153,10 +11151,6 @@ FxMultiNameState::FxMultiNameState(const char *_statestring, const FScriptPositi
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scopename = FName(statestring, scopeindex, false);
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statestring = statestring.Right(statestring.Len() - scopeindex - 2);
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}
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else
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{
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scopename = NAME_None;
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}
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names = MakeStateNameList(statestring);
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names.Insert(0, scopename);
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scope = checkclass;
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