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Fix A_CheckProximity setting pointer to dead things when it shouldn't.
When using A_CheckProximity with CPXF_SETTARGET, the target pointer could be set to a dead monster even without the CPXF_COUNTDEAD and CPXF_DEADONLY flags. This is becuase the check for death would occur after setting the pointer. Fix simply moves death check to occur before setting pointers.
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parent
bbea0ee4a1
commit
3b20c26275
1 changed files with 10 additions and 10 deletions
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@ -756,6 +756,16 @@ int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int
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if ((flags & CPXF_CHECKSIGHT) && !(P_CheckSight(mo, ref, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)))
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if ((flags & CPXF_CHECKSIGHT) && !(P_CheckSight(mo, ref, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)))
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continue;
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continue;
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if (mo->flags6 & MF6_KILLED)
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{
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if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY)))
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continue;
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}
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else
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{
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if (flags & CPXF_DEADONLY)
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continue;
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}
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if (ptrWillChange)
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if (ptrWillChange)
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{
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{
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current = ref->Distance2D(mo);
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current = ref->Distance2D(mo);
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@ -773,16 +783,6 @@ int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int
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else if (!dist)
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else if (!dist)
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dist = mo; // Just get the first one and call it quits if there's nothing selected.
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dist = mo; // Just get the first one and call it quits if there's nothing selected.
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}
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}
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if (mo->flags6 & MF6_KILLED)
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{
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if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY)))
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continue;
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}
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else
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{
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if (flags & CPXF_DEADONLY)
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continue;
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}
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counter++;
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counter++;
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// Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal.
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// Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal.
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