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- fixed crash with weapons which remove themselves from the inventory but continue calling action functions.
This is still an error, so now this throws a meaningful exception.
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d8d52f67b4
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2 changed files with 9 additions and 1 deletions
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@ -138,6 +138,10 @@ void FState::CheckCallerType(AActor *self, AActor *stateowner)
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ThrowAbortException(X_OTHER, "Bad function prototype in function call to %s", ActionFunc->PrintableName.GetChars());
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}
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auto cls = static_cast<PObjectPointer*>(requiredType)->PointedClass();
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if (check == nullptr)
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{
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ThrowAbortException(X_OTHER, "%s called without valid caller. %s expected", ActionFunc->PrintableName.GetChars(), cls->TypeName.GetChars());
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}
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if (!check->IsKindOf(cls))
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{
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ThrowAbortException(X_OTHER, "Invalid class %s in function call to %s. %s expected", check->GetClass()->TypeName.GetChars(), ActionFunc->PrintableName.GetChars(), cls->TypeName.GetChars());
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@ -230,6 +234,10 @@ bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info,
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}
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err.stacktrace.AppendFormat("Called from %sstate %s in %s\n", callinfo, FState::StaticGetStateName(this).GetChars(), stateowner->GetClass()->TypeName.GetChars());
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}
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else
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{
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err.stacktrace.AppendFormat("Called from state %s\n", FState::StaticGetStateName(this).GetChars());
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}
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throw;
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}
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@ -2256,7 +2256,7 @@ class PSprite : Object native play
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Tics--;
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// [BC] Apply double firing speed.
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if (bPowDouble && Tics && (Owner.mo.FindInventory ("PowerDoubleFiringSpeed", true))) Tics--;
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if (!Tics) SetState(CurState.NextState);
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if (!Tics && Caller != null) SetState(CurState.NextState);
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}
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}
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}
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