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- Added read barriers to all actor pointers within player_t except for
mo, ReadyWeapon and PendingWeapon. SVN r1039 (trunk)
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3 changed files with 15 additions and 10 deletions
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@ -1,3 +1,7 @@
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June 16, 2008 (Changes by Graf Zahl)
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- Added read barriers to all actor pointers within player_t except for
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mo, ReadyWeapon and PendingWeapon.
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June 15, 2008 (Changes by Graf Zahl)
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June 15, 2008 (Changes by Graf Zahl)
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- Added a read barrier to player_t::PrewmorphWeapon.
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- Added a read barrier to player_t::PrewmorphWeapon.
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- Fixed: After spawning a deathmatch player P_PlayerStartStomp must
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- Fixed: After spawning a deathmatch player P_PlayerStartStomp must
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@ -247,8 +247,8 @@ public:
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int damagecount, bonuscount;// for screen flashing
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int damagecount, bonuscount;// for screen flashing
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int hazardcount; // for delayed Strife damage
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int hazardcount; // for delayed Strife damage
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int poisoncount; // screen flash for poison damage
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int poisoncount; // screen flash for poison damage
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AActor *poisoner; // NULL for non-player actors
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TObjPtr<AActor> poisoner; // NULL for non-player actors
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AActor *attacker; // who did damage (NULL for floors)
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TObjPtr<AActor> attacker; // who did damage (NULL for floors)
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int extralight; // so gun flashes light up areas
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int extralight; // so gun flashes light up areas
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int fixedcolormap; // can be set to REDCOLORMAP, etc.
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int fixedcolormap; // can be set to REDCOLORMAP, etc.
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pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
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pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
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@ -261,7 +261,7 @@ public:
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int jumpTics; // delay the next jump for a moment
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int jumpTics; // delay the next jump for a moment
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int respawn_time; // [RH] delay respawning until this tic
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int respawn_time; // [RH] delay respawning until this tic
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AActor *camera; // [RH] Whose eyes this player sees through
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TObjPtr<AActor> camera; // [RH] Whose eyes this player sees through
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int air_finished; // [RH] Time when you start drowning
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int air_finished; // [RH] Time when you start drowning
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@ -275,14 +275,14 @@ public:
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angle_t angle; // The wanted angle that the bot try to get every tic.
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angle_t angle; // The wanted angle that the bot try to get every tic.
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// (used to get a smoth view movement)
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// (used to get a smoth view movement)
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AActor *dest; // Move Destination.
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TobjPtr<AActor> dest; // Move Destination.
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AActor *prev; // Previous move destination.
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TObjPtr<AActor> prev; // Previous move destination.
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AActor *enemy; // The dead meat.
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TObjPtr<AActor> enemy; // The dead meat.
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AActor *missile; // A threathing missile that got to be avoided.
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TObjPtr<AActor> missile; // A threathing missile that got to be avoided.
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AActor *mate; // Friend (used for grouping in templay or coop.
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TObjPtr<AActor> mate; // Friend (used for grouping in templay or coop.
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AActor *last_mate; // If bots mate dissapeared (not if died) that mate is
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TObjPtr<AActor> last_mate; // If bots mate dissapeared (not if died) that mate is
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// pointed to by this. Allows bot to roam to it if
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// pointed to by this. Allows bot to roam to it if
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// necessary.
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// necessary.
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@ -325,7 +325,7 @@ public:
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fixed_t crouchviewdelta;
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fixed_t crouchviewdelta;
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// [CW] I moved these here for multiplayer conversation support.
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// [CW] I moved these here for multiplayer conversation support.
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AActor *ConversationNPC, *ConversationPC;
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TObjPtr<AActor> ConversationNPC, ConversationPC;
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angle_t ConversationNPCAngle;
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angle_t ConversationNPCAngle;
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bool ConversationFaceTalker;
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bool ConversationFaceTalker;
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@ -322,6 +322,7 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
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if (last_mate == old) last_mate = replacement, changed++;
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if (last_mate == old) last_mate = replacement, changed++;
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if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
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if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PremorphWeapon == old) PremorphWeaon = static_cast<AWeapon *>(rep), changed++;
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if (ConversationNPC == old) ConversationNPC = replacement, changed++;
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if (ConversationNPC == old) ConversationNPC = replacement, changed++;
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if (ConversationPC == old) ConversationPC = replacement, changed++;
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if (ConversationPC == old) ConversationPC = replacement, changed++;
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return changed;
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return changed;
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