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- avoid double linking to and unlinking from the world for actors.
Some people apparently have to toy around with the engine's innards without fully understanding them. :( When properly used the saveguards should never be triggered.
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3 changed files with 15 additions and 1 deletions
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@ -414,6 +414,7 @@ enum ActorFlag8
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MF8_STOPRAILS = 0x00000200, // [MC] Prevent rails from going further if an actor has this flag.
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MF8_STOPRAILS = 0x00000200, // [MC] Prevent rails from going further if an actor has this flag.
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MF8_ABSVIEWANGLES = 0x00000400, // [MC] By default view angle/pitch/roll is an offset. This will make it absolute instead.
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MF8_ABSVIEWANGLES = 0x00000400, // [MC] By default view angle/pitch/roll is an offset. This will make it absolute instead.
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MF8_FALLDAMAGE = 0x00000800, // Monster will take fall damage regardless of map settings.
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MF8_FALLDAMAGE = 0x00000800, // Monster will take fall damage regardless of map settings.
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MF8_LINKEDTOWORLD = 0x00010000, // actor is currently linked to the blockmap and sector chain.
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};
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};
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@ -286,6 +286,12 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef, co
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void AActor::UnlinkFromWorld (FLinkContext *ctx)
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void AActor::UnlinkFromWorld (FLinkContext *ctx)
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{
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{
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if (ctx != nullptr) ctx->sector_list = nullptr;
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if (ctx != nullptr) ctx->sector_list = nullptr;
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if (!(flags8 & MF8_LINKEDTOWORLD))
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{
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//assert(false);
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return;
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}
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flags8 &= ~MF8_LINKEDTOWORLD;
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if (!(flags & MF_NOSECTOR))
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if (!(flags & MF_NOSECTOR))
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{
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{
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// invisible things don't need to be in sector list
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// invisible things don't need to be in sector list
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@ -443,6 +449,12 @@ bool AActor::FixMapthingPos()
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void AActor::LinkToWorld(FLinkContext *ctx, 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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{
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if (flags8 & MF8_LINKEDTOWORLD)
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{
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//assert(false);
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return;
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}
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bool spawning = spawningmapthing;
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bool spawning = spawningmapthing;
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if (spawning)
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if (spawning)
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@ -468,6 +480,7 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
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Sector = sector;
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Sector = sector;
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subsector = Level->PointInRenderSubsector(Pos()); // this is from the rendering nodes, not the gameplay nodes!
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subsector = Level->PointInRenderSubsector(Pos()); // this is from the rendering nodes, not the gameplay nodes!
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section = subsector->section;
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section = subsector->section;
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flags8 |= MF8_LINKEDTOWORLD;
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if (!(flags & MF_NOSECTOR))
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if (!(flags & MF_NOSECTOR))
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{
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{
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@ -371,7 +371,7 @@ void AActor::Serialize(FSerializer &arc)
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SerializeTerrain(arc, "floorterrain", floorterrain, &def->floorterrain);
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SerializeTerrain(arc, "floorterrain", floorterrain, &def->floorterrain);
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SerializeArgs(arc, "args", args, def->args, special);
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SerializeArgs(arc, "args", args, def->args, special);
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if (arc.isReading()) flags8 &= ~MF8_LINKEDTOWORLD;
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}
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}
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#undef A
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#undef A
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