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- fixed: The Hexen bridge must make its balls disappear when it gets destroyed.
Hexen did this with a call to A_BridgeRemove in Thing_Destroy which merely set a flag in the bridge object, which cannot be done safely in ZDoom because it's not guaranteed that the ball object calls A_BridgeOrbit and the garbage collector may delete the bridge actor before it can be checked so now the Bridge's Destroy method deletes all balls attached to the bridge object itself.
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parent
11c026ee84
commit
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1 changed files with 19 additions and 13 deletions
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@ -38,6 +38,7 @@ class ACustomBridge : public AActor
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DECLARE_CLASS (ACustomBridge, AActor)
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public:
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void BeginPlay ();
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void Destroy();
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};
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IMPLEMENT_CLASS(ACustomBridge)
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@ -58,6 +59,24 @@ void ACustomBridge::BeginPlay ()
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}
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}
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void ACustomBridge::Destroy()
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{
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// Hexen originally just set a flag to make the bridge balls remove themselves in A_BridgeOrbit.
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// But this is not safe with custom bridge balls that do not necessarily call that function.
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// So the best course of action is to look for all bridge balls here and destroy them ourselves.
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TThinkerIterator<AActor> it;
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AActor *thing;
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while ((thing = it.Next()))
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{
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if (thing->target == this)
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{
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thing->Destroy();
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}
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}
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}
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// Action functions for the non-Doom bridge --------------------------------
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#define ORBIT_RADIUS 15
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@ -89,10 +108,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
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// Set rotation radius
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if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / (100 * FRACUNIT));
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if (self->target->special1)
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{
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self->SetState (NULL);
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}
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self->angle += rotationspeed;
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self->x = self->target->x + rotationradius * finecosine[self->angle >> ANGLETOFINESHIFT];
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self->y = self->target->y + rotationradius * finesine[self->angle >> ANGLETOFINESHIFT];
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@ -115,7 +130,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
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cy = self->y;
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cz = self->z;
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startangle = pr_orbit() << 24;
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self->special1 = 0;
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// Spawn triad into world -- may be more than a triad now.
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int ballcount = self->args[2]==0 ? 3 : self->args[2];
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@ -129,14 +143,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
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}
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}
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/* never used
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void A_BridgeRemove (AActor *self)
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{
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self->special1 = true; // Removing the bridge
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self->flags &= ~MF_SOLID;
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self->SetState (&ABridge::States[S_FREE_BRIDGE]);
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}
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*/
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// Invisible bridge --------------------------------------------------------
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