- fixed: SBARInfo's Tick function was using actor references from its last Draw operation.

Between these two calls these can change so these need to be retrieved each time either Draw or Tick are called.
This commit is contained in:
Christoph Oelckers 2019-03-03 09:58:20 +01:00
parent 13d07e7912
commit b3cff43be3

View file

@ -1016,6 +1016,29 @@ public:
CPlayer = player;
}
void SetReferences()
{
if (CPlayer->ReadyWeapon != nullptr)
{
ammo1 = CPlayer->ReadyWeapon->PointerVar<AActor>(NAME_Ammo1);
ammo2 = CPlayer->ReadyWeapon->PointerVar<AActor>(NAME_Ammo2);
if (ammo1 == nullptr)
{
ammo1 = ammo2;
ammo2 = nullptr;
}
}
else
{
ammo1 = ammo2 = nullptr;
}
ammocount1 = ammo1 != nullptr ? ammo1->IntVar(NAME_Amount) : 0;
ammocount2 = ammo2 != nullptr ? ammo2->IntVar(NAME_Amount) : 0;
//prepare ammo counts
armor = CPlayer->mo->FindInventory(NAME_BasicArmor);
}
void _Draw (EHudState state)
{
int hud = STBAR_NORMAL;
@ -1040,25 +1063,7 @@ public:
}
wrapper->ForceHUDScale(script->huds[hud]->ForceScaled());
if (CPlayer->ReadyWeapon != nullptr)
{
ammo1 = CPlayer->ReadyWeapon->PointerVar<AActor>(NAME_Ammo1);
ammo2 = CPlayer->ReadyWeapon->PointerVar<AActor>(NAME_Ammo2);
if (ammo1 == nullptr)
{
ammo1 = ammo2;
ammo2 = nullptr;
}
}
else
{
ammo1 = ammo2 = nullptr;
}
ammocount1 = ammo1 != nullptr ? ammo1->IntVar(NAME_Amount) : 0;
ammocount2 = ammo2 != nullptr ? ammo2->IntVar(NAME_Amount) : 0;
//prepare ammo counts
armor = CPlayer->mo->FindInventory(NAME_BasicArmor);
SetReferences();
if(state != HUD_AltHud)
{
@ -1113,6 +1118,9 @@ public:
else
lastPopup = NULL;
// These may not live any longer than beyond here!
ammo1 = ammo2 = nullptr;
armor = nullptr;
}
void _NewGame ()
@ -1129,6 +1137,7 @@ public:
void _Tick ()
{
SetReferences();
if(currentPopup != DBaseStatusBar::POP_None)
{
script->popups[currentPopup-1].tick();
@ -1146,6 +1155,10 @@ public:
script->huds[lastHud]->Tick(NULL, this, false);
if(lastInventoryBar != NULL && CPlayer->inventorytics > 0)
lastInventoryBar->Tick(NULL, this, false);
// These may not live any longer than beyond here!
ammo1 = ammo2 = nullptr;
armor = nullptr;
}
void _ShowPop(int popnum)