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* Updated to ZDoom 4025:
- Do not clear the CF_WEAPONSWITCHOK flag each tic, so that the last setting from A_WeaponReady will carry over until the next A_WeaponReady. Changed P_CheckWeaponSwitch() to clear any pending weapon requests while weapon switching is disabled. - Removed the BuildString() override that took a char** argv, because it was used nowhere. - Fixed: BuildString() failed to properly generate command lines for arguments with embedded " characters. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1505 b0f79afe-0144-0410-b225-9a4edf0717df
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4 changed files with 57 additions and 48 deletions
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@ -1019,32 +1019,7 @@ FConsoleAlias::~FConsoleAlias ()
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m_Command[1] = m_Command[0] = FString();
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}
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FString BuildString (int argc, char **argv)
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{
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if (argc == 1)
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{
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return *argv;
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}
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else
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{
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FString buf;
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int arg;
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for (arg = 0; arg < argc; arg++)
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{
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if (strchr (argv[arg], ' '))
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{
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buf.AppendFormat ("\"%s\" ", argv[arg]);
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}
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else
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{
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buf.AppendFormat ("%s ", argv[arg]);
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}
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}
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return buf;
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}
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}
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// Given an argument vector, reconstitute the command line it could have been produced from.
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FString BuildString (int argc, FString *argv)
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{
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if (argc == 1)
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@ -1058,8 +1033,23 @@ FString BuildString (int argc, FString *argv)
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for (arg = 0; arg < argc; arg++)
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{
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if (strchr (argv[arg], ' '))
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{
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if (strchr(argv[arg], '"'))
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{ // If it contains one or more quotes, we need to escape them.
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buf << '"';
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long substr_start = 0, quotepos;
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while ((quotepos = argv[arg].IndexOf('"', substr_start)) >= 0)
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{
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if (substr_start < quotepos)
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{
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buf << argv[arg].Mid(substr_start, quotepos - substr_start);
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}
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buf << "\\\"";
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substr_start = quotepos + 1;
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}
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buf << argv[arg].Mid(substr_start) << "\" ";
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}
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else if (strchr(argv[arg], ' '))
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{ // If it contains a space, it needs to be quoted.
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buf << '"' << argv[arg] << "\" ";
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}
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else
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@ -61,7 +61,6 @@ void C_SetAlias (const char *name, const char *cmd);
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void C_ClearAliases ();
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// build a single string out of multiple strings
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FString BuildString (int argc, char **argv);
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FString BuildString (int argc, FString *argv);
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// Class that can parse command lines
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@ -95,7 +95,7 @@ void P_SetPsprite (player_t *player, int position, FState *state, bool nofunctio
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if (position == ps_weapon && !nofunction)
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{ // A_WeaponReady will re-set these as needed
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player->cheats &= ~(CF_WEAPONREADY | CF_WEAPONREADYALT | CF_WEAPONBOBBING | CF_WEAPONSWITCHOK | CF_WEAPONRELOADOK | CF_WEAPONZOOMOK);
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player->cheats &= ~(CF_WEAPONREADY | CF_WEAPONREADYALT | CF_WEAPONBOBBING | CF_WEAPONRELOADOK | CF_WEAPONZOOMOK);
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}
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psp = &player->psprites[position];
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@ -565,12 +565,30 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(paramflags, 0);
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if (!(paramflags & WRF_NoSwitch)) DoReadyWeaponToSwitch(self);
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if ((paramflags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self,
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(!(paramflags & WRF_NoPrimary)), (!(paramflags & WRF_NoSecondary)));
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if (!(paramflags & WRF_NoBob)) DoReadyWeaponToBob(self);
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if ((paramflags & WRF_AllowReload)) DoReadyWeaponToReload(self);
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if ((paramflags & WRF_AllowZoom)) DoReadyWeaponToZoom(self);
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if (!(paramflags & WRF_NoSwitch))
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{
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DoReadyWeaponToSwitch(self);
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}
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else if (self->player != NULL)
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{
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self->player->cheats &= ~CF_WEAPONSWITCHOK;
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}
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if ((paramflags & WRF_NoFire) != WRF_NoFire)
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{
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DoReadyWeaponToFire(self, !(paramflags & WRF_NoPrimary), !(paramflags & WRF_NoSecondary));
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}
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if (!(paramflags & WRF_NoBob))
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{
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DoReadyWeaponToBob(self);
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}
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if ((paramflags & WRF_AllowReload))
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{
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DoReadyWeaponToReload(self);
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}
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if ((paramflags & WRF_AllowZoom))
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{
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DoReadyWeaponToZoom(self);
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}
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}
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//---------------------------------------------------------------------------
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@ -631,15 +649,20 @@ void P_CheckWeaponSwitch (player_t *player)
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if (!player || !(weapon = player->ReadyWeapon))
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return;
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// Put the weapon away if the player has a pending weapon or has died.
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if ((player->morphTics == 0 && player->PendingWeapon != WP_NOCHANGE) || player->health <= 0)
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{
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if (player->health <= 0)
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{ // Dead, so put the weapon away.
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P_SetPsprite(player, ps_weapon, weapon->GetDownState());
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}
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else if (!(player->cheats & CF_WEAPONSWITCHOK))
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{ // Weapon changing has been disabled.
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player->PendingWeapon = WP_NOCHANGE;
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}
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else if (player->morphTics == 0 && player->PendingWeapon != WP_NOCHANGE)
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{ // Put the weapon away if the player has a pending weapon
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P_SetPsprite (player, ps_weapon, weapon->GetDownState());
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return;
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}
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else if (player->morphTics != 0)
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{
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// morphed classes cannot change weapons so don't even try again.
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{ // Morphed classes cannot change weapons, so don't even try again.
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player->PendingWeapon = WP_NOCHANGE;
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}
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}
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@ -1052,10 +1075,7 @@ void P_MovePsprites (player_t *player)
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}
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player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
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player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
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if (player->cheats & CF_WEAPONSWITCHOK)
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{
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P_CheckWeaponSwitch (player);
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}
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P_CheckWeaponSwitch (player);
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if (player->cheats & (CF_WEAPONREADY | CF_WEAPONREADYALT))
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{
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P_CheckWeaponFire (player);
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@ -3,5 +3,5 @@
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// This file was automatically generated by the
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// updaterevision tool. Do not edit by hand.
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#define ZD_SVN_REVISION_STRING "4023"
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#define ZD_SVN_REVISION_NUMBER 4023
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#define ZD_SVN_REVISION_STRING "4025"
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#define ZD_SVN_REVISION_NUMBER 4025
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