- Added read barriers to all actor pointers within player_t except for

mo, ReadyWeapon and PendingWeapon.


SVN r1039 (trunk)
This commit is contained in:
Christoph Oelckers 2008-06-16 07:10:08 +00:00
parent 7a215e538a
commit d4c8cdf45a
3 changed files with 15 additions and 10 deletions

View File

@ -1,3 +1,7 @@
June 16, 2008 (Changes by Graf Zahl)
- Added read barriers to all actor pointers within player_t except for
mo, ReadyWeapon and PendingWeapon.
June 15, 2008 (Changes by Graf Zahl)
- Added a read barrier to player_t::PrewmorphWeapon.
- Fixed: After spawning a deathmatch player P_PlayerStartStomp must

View File

@ -247,8 +247,8 @@ public:
int damagecount, bonuscount;// for screen flashing
int hazardcount; // for delayed Strife damage
int poisoncount; // screen flash for poison damage
AActor *poisoner; // NULL for non-player actors
AActor *attacker; // who did damage (NULL for floors)
TObjPtr<AActor> poisoner; // NULL for non-player actors
TObjPtr<AActor> attacker; // who did damage (NULL for floors)
int extralight; // so gun flashes light up areas
int fixedcolormap; // can be set to REDCOLORMAP, etc.
pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
@ -261,7 +261,7 @@ public:
int jumpTics; // delay the next jump for a moment
int respawn_time; // [RH] delay respawning until this tic
AActor *camera; // [RH] Whose eyes this player sees through
TObjPtr<AActor> camera; // [RH] Whose eyes this player sees through
int air_finished; // [RH] Time when you start drowning
@ -275,14 +275,14 @@ public:
angle_t angle; // The wanted angle that the bot try to get every tic.
// (used to get a smoth view movement)
AActor *dest; // Move Destination.
AActor *prev; // Previous move destination.
TobjPtr<AActor> dest; // Move Destination.
TObjPtr<AActor> prev; // Previous move destination.
AActor *enemy; // The dead meat.
AActor *missile; // A threathing missile that got to be avoided.
AActor *mate; // Friend (used for grouping in templay or coop.
AActor *last_mate; // If bots mate dissapeared (not if died) that mate is
TObjPtr<AActor> enemy; // The dead meat.
TObjPtr<AActor> missile; // A threathing missile that got to be avoided.
TObjPtr<AActor> mate; // Friend (used for grouping in templay or coop.
TObjPtr<AActor> last_mate; // If bots mate dissapeared (not if died) that mate is
// pointed to by this. Allows bot to roam to it if
// necessary.
@ -325,7 +325,7 @@ public:
fixed_t crouchviewdelta;
// [CW] I moved these here for multiplayer conversation support.
AActor *ConversationNPC, *ConversationPC;
TObjPtr<AActor> ConversationNPC, ConversationPC;
angle_t ConversationNPCAngle;
bool ConversationFaceTalker;

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@ -322,6 +322,7 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
if (last_mate == old) last_mate = replacement, changed++;
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
if (PremorphWeapon == old) PremorphWeaon = static_cast<AWeapon *>(rep), changed++;
if (ConversationNPC == old) ConversationNPC = replacement, changed++;
if (ConversationPC == old) ConversationPC = replacement, changed++;
return changed;