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Fixed incorrect pointers for Actor.Used()
https://mantis.zdoom.org/view.php?id=340
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1 changed files with 7 additions and 5 deletions
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@ -5276,20 +5276,22 @@ bool P_UseTraverse(AActor *usething, const DVector2 &start, const DVector2 &end,
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// [RH] Check for things to talk with or use a puzzle item on
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// [RH] Check for things to talk with or use a puzzle item on
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if (!in->isaline)
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if (!in->isaline)
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{
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{
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if (usething == in->d.thing)
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AActor * const mobj = in->d.thing;
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if (mobj == usething)
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continue;
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continue;
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// Check thing
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// Check thing
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// Check for puzzle item use or USESPECIAL flag
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// Check for puzzle item use or USESPECIAL flag
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// Extended to use the same activationtype mechanism as BUMPSPECIAL does
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// Extended to use the same activationtype mechanism as BUMPSPECIAL does
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if (in->d.thing->flags5 & MF5_USESPECIAL || in->d.thing->special == UsePuzzleItem)
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if (mobj->flags5 & MF5_USESPECIAL || mobj->special == UsePuzzleItem)
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{
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{
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if (P_ActivateThingSpecial(in->d.thing, usething))
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if (P_ActivateThingSpecial(mobj, usething))
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return true;
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return true;
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}
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}
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IFVIRTUALPTR(usething, AActor, Used)
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IFVIRTUALPTR(mobj, AActor, Used)
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{
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{
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VMValue params[] = { usething, in->d.thing };
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VMValue params[] = { mobj, usething };
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int ret;
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int ret;
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VMReturn vret(&ret);
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VMReturn vret(&ret);
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GlobalVMStack.Call(func, params, 2, &vret, 1);
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GlobalVMStack.Call(func, params, 2, &vret, 1);
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