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- removed the remaining level references from p_acs.cpp.
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3 changed files with 93 additions and 81 deletions
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@ -93,68 +93,9 @@ class DAutomapBase;
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typedef TMap<int, int> FDialogueIDMap; // maps dialogue IDs to dialogue array index (for ACS)
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typedef TMap<FName, int> FDialogueMap; // maps actor class names to dialogue array index
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struct FLevelData
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struct FLevelLocals
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{
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TArray<vertex_t> vertexes;
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TArray<sector_t> sectors;
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TArray<line_t*> linebuffer; // contains the line lists for the sectors.
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TArray<subsector_t*> subsectorbuffer; // contains the subsector lists for the sectors.
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TArray<line_t> lines;
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TArray<side_t> sides;
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TArray<seg_t *> segbuffer; // contains the seg links for the sidedefs.
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TArray<seg_t> segs;
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TArray<subsector_t> subsectors;
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TArray<node_t> nodes;
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TArray<subsector_t> gamesubsectors;
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TArray<node_t> gamenodes;
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node_t *headgamenode;
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TArray<uint8_t> rejectmatrix;
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TArray<zone_t> Zones;
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TArray<FPolyObj> Polyobjects;
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TArray<FSectorPortal> sectorPortals;
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TArray<FLinePortal> linePortals;
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// Portal information.
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FDisplacementTable Displacements;
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FPortalBlockmap PortalBlockmap;
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TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
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TArray<FSectorPortalGroup *> portalGroups;
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TArray<FLinePortalSpan> linePortalSpans;
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FSectionContainer sections;
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FCanvasTextureInfo canvasTextureInfo;
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// [ZZ] Destructible geometry information
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TMap<int, FHealthGroup> healthGroups;
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FBlockmap blockmap;
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TArray<polyblock_t *> PolyBlockMap;
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// These are copies of the loaded map data that get used by the savegame code to skip unaltered fields
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// Without such a mechanism the savegame format would become too slow and large because more than 80-90% are normally still unaltered.
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TArray<sector_t> loadsectors;
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TArray<line_t> loadlines;
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TArray<side_t> loadsides;
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// Maintain single and multi player starting spots.
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TArray<FPlayerStart> deathmatchstarts;
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FPlayerStart playerstarts[MAXPLAYERS];
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TArray<FPlayerStart> AllPlayerStarts;
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FBehaviorContainer Behaviors;
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AActor *TIDHash[128];
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TArray<FStrifeDialogueNode *> StrifeDialogues;
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FDialogueIDMap DialogueRoots;
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FDialogueMap ClassRoots;
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};
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struct FLevelLocals : public FLevelData
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{
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FLevelLocals() : tagManager(this) {}
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FLevelLocals() : tagManager(this), Behaviors(this) {}
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friend class MapLoader;
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@ -426,6 +367,58 @@ public:
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S_ChangeMusic(Music, musicorder);
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}
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TArray<vertex_t> vertexes;
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TArray<sector_t> sectors;
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TArray<line_t*> linebuffer; // contains the line lists for the sectors.
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TArray<subsector_t*> subsectorbuffer; // contains the subsector lists for the sectors.
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TArray<line_t> lines;
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TArray<side_t> sides;
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TArray<seg_t *> segbuffer; // contains the seg links for the sidedefs.
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TArray<seg_t> segs;
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TArray<subsector_t> subsectors;
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TArray<node_t> nodes;
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TArray<subsector_t> gamesubsectors;
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TArray<node_t> gamenodes;
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node_t *headgamenode;
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TArray<uint8_t> rejectmatrix;
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TArray<zone_t> Zones;
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TArray<FPolyObj> Polyobjects;
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TArray<FSectorPortal> sectorPortals;
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TArray<FLinePortal> linePortals;
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// Portal information.
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FDisplacementTable Displacements;
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FPortalBlockmap PortalBlockmap;
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TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
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TArray<FSectorPortalGroup *> portalGroups;
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TArray<FLinePortalSpan> linePortalSpans;
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FSectionContainer sections;
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FCanvasTextureInfo canvasTextureInfo;
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// [ZZ] Destructible geometry information
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TMap<int, FHealthGroup> healthGroups;
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FBlockmap blockmap;
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TArray<polyblock_t *> PolyBlockMap;
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// These are copies of the loaded map data that get used by the savegame code to skip unaltered fields
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// Without such a mechanism the savegame format would become too slow and large because more than 80-90% are normally still unaltered.
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TArray<sector_t> loadsectors;
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TArray<line_t> loadlines;
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TArray<side_t> loadsides;
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// Maintain single and multi player starting spots.
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TArray<FPlayerStart> deathmatchstarts;
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FPlayerStart playerstarts[MAXPLAYERS];
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TArray<FPlayerStart> AllPlayerStarts;
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FBehaviorContainer Behaviors;
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AActor *TIDHash[128];
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TArray<FStrifeDialogueNode *> StrifeDialogues;
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FDialogueIDMap DialogueRoots;
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FDialogueMap ClassRoots;
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uint8_t md5[16]; // for savegame validation. If the MD5 does not match the savegame won't be loaded.
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int time; // time in the hub
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@ -1447,7 +1447,10 @@ void P_CollectACSGlobalStrings()
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GlobalACSStrings.MarkStringArray(&stack->buffer[0], sp);
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}
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}
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level.Behaviors.MarkLevelVarStrings();
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for(auto Level : AllLevels())
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{
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Level->Behaviors.MarkLevelVarStrings();
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}
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P_MarkWorldVarStrings();
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P_MarkGlobalVarStrings();
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GlobalACSStrings.PurgeStrings();
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@ -1951,7 +1954,7 @@ FBehavior *FBehaviorContainer::LoadModule (int lumpnum, FileReader *fr, int len)
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}
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FBehavior * behavior = new FBehavior ();
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if (behavior->Init(lumpnum, fr, len))
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if (behavior->Init(Level, lumpnum, fr, len))
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{
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return behavior;
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}
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@ -2001,9 +2004,9 @@ void FBehaviorContainer::MarkLevelVarStrings()
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StaticModules[modnum]->MarkMapVarStrings();
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}
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// Mark running scripts' local variables.
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if (level.ACSThinker != nullptr)
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if (Level->ACSThinker != nullptr)
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{
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for (DLevelScript *script = level.ACSThinker->Scripts; script != NULL; script = script->GetNext())
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for (DLevelScript *script = Level->ACSThinker->Scripts; script != NULL; script = script->GetNext())
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{
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script->MarkLocalVarStrings();
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}
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@ -2018,9 +2021,9 @@ void FBehaviorContainer::LockLevelVarStrings(int levelnum)
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StaticModules[modnum]->LockMapVarStrings(levelnum);
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}
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// Lock running scripts' local variables.
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if (level.ACSThinker != nullptr)
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if (Level->ACSThinker != nullptr)
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{
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for (DLevelScript *script = level.ACSThinker->Scripts; script != NULL; script = script->GetNext())
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for (DLevelScript *script = Level->ACSThinker->Scripts; script != NULL; script = script->GetNext())
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{
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script->LockLocalVarStrings(levelnum);
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}
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@ -2205,7 +2208,7 @@ FBehavior::FBehavior()
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}
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bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
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bool FBehavior::Init(FLevelLocals *Level, int lumpnum, FileReader * fr, int len)
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{
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uint8_t *object;
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int i;
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@ -2267,7 +2270,7 @@ bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
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delete[] object;
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return false;
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}
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LibraryID = level.Behaviors.StaticModules.Push (this) << LIBRARYID_SHIFT;
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LibraryID = Level->Behaviors.StaticModules.Push (this) << LIBRARYID_SHIFT;
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if (fr == NULL)
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{
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@ -2556,7 +2559,7 @@ bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
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}
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else
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{
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module = level.Behaviors.LoadModule (lump);
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module = Level->Behaviors.LoadModule (lump);
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}
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if (module != NULL) Imports.Push (module);
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do {;} while (parse[++i]);
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@ -3285,7 +3288,7 @@ void FBehavior::StartTypedScripts (uint16_t type, AActor *activator, bool always
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void FBehaviorContainer::StopMyScripts (AActor *actor)
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{
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DACSThinker *controller = level.ACSThinker;
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DACSThinker *controller = actor->Level->ACSThinker;
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if (controller != NULL)
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{
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@ -10440,13 +10443,17 @@ FSerializer &Serialize(FSerializer &arc, const char *key, acsdefered_t &defer, a
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CCMD (scriptstat)
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{
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if (level.ACSThinker == NULL)
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for (auto Level : AllLevels())
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{
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Printf ("No scripts are running.\n");
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}
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else
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{
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level.ACSThinker->DumpScriptStatus ();
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Printf("Script status for %s", Level->MapName.GetChars());
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if (Level->ACSThinker == nullptr)
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{
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Printf("No scripts are running.\n");
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}
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else
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{
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Level->ACSThinker->DumpScriptStatus();
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}
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}
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}
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@ -10659,7 +10666,7 @@ static void ShowProfileData(TArray<ProfileCollector> &profiles, long ilimit,
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}
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}
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CCMD(acsprofile)
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void ACSProfile(FLevelLocals *Level, FCommandLine &argv)
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{
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static int (*sort_funcs[])(const void*, const void *) =
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{
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@ -10678,8 +10685,9 @@ CCMD(acsprofile)
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assert(countof(sort_names) == countof(sort_match_len));
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level.Behaviors.ArrangeScriptProfiles(ScriptProfiles);
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level.Behaviors.ArrangeFunctionProfiles(FuncProfiles);
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Printf("ACS profile for %s\n", Level->MapName.GetChars());
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Level->Behaviors.ArrangeScriptProfiles(ScriptProfiles);
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Level->Behaviors.ArrangeFunctionProfiles(FuncProfiles);
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if (argv.argc() > 1)
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{
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@ -10730,6 +10738,14 @@ CCMD(acsprofile)
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ShowProfileData(FuncProfiles, limit, sorter, true);
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}
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CCMD(acsprofile)
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{
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for (auto Level : AllLevels())
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{
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ACSProfile(Level, argv);
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}
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}
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ADD_STAT(ACS)
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{
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return FStringf("ACS time: %f ms", ACSTime.TimeMS());
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@ -349,7 +349,7 @@ class FBehavior
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public:
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FBehavior ();
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~FBehavior ();
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bool Init(int lumpnum, FileReader * fr = NULL, int len = 0);
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bool Init(FLevelLocals *l, int lumpnum, FileReader * fr = NULL, int len = 0);
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bool IsGood ();
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uint8_t *FindChunk (uint32_t id) const;
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struct FBehaviorContainer
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{
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FLevelLocals *Level;
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TArray<FBehavior *> StaticModules;
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FBehaviorContainer(FLevelLocals *l) : Level(l) {}
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FBehavior *LoadModule(int lumpnum, FileReader *fr = nullptr, int len = 0);
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void LoadDefaultModules();
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void UnloadModules();
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