2006-02-24 04:48:15 +00:00
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/*
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** dobject.cpp
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** Implements the base class DObject, which most other classes derive from
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2005 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "cmdlib.h"
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#include "actor.h"
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#include "dobject.h"
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#include "m_alloc.h"
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#include "doomstat.h" // Ideally, DObjects can be used independant of Doom.
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#include "d_player.h" // See p_user.cpp to find out why this doesn't work.
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#include "g_game.h" // Needed for bodyque.
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#include "c_dispatch.h"
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#include "i_system.h"
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#include "r_state.h"
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#include "stats.h"
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TArray<TypeInfo *> TypeInfo::m_RuntimeActors;
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TypeInfo **TypeInfo::m_Types;
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unsigned short TypeInfo::m_NumTypes;
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unsigned short TypeInfo::m_MaxTypes;
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unsigned int TypeInfo::TypeHash[256]; // Why can't I use TypeInfo::HASH_SIZE?
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#if defined(_MSC_VER) || defined(__GNUC__)
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#include "autosegs.h"
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TypeInfo DObject::_StaticType =
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{
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"DObject",
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NULL,
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sizeof(DObject),
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};
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void TypeInfo::StaticInit ()
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{
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TAutoSegIterator<TypeInfo *, &CRegHead, &CRegTail> probe;
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while (++probe != NULL)
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{
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probe->RegisterType ();
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}
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}
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#else
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TypeInfo DObject::_StaticType(NULL, "DObject", NULL, sizeof(DObject));
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#endif
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static cycle_t StaleCycles;
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static int StaleCount;
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void TypeInfo::RegisterType ()
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{
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// Add type to list
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if (m_NumTypes == m_MaxTypes)
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{
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m_MaxTypes = m_MaxTypes ? m_MaxTypes*2 : 256;
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m_Types = (TypeInfo **)Realloc (m_Types, m_MaxTypes * sizeof(*m_Types));
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}
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m_Types[m_NumTypes] = this;
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TypeIndex = m_NumTypes;
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m_NumTypes++;
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// Add type to hash table. Types are inserted into each bucket
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// lexicographically, and the prefix character is ignored.
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unsigned int bucket = MakeKey (Name+1) % HASH_SIZE;
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unsigned int *hashpos = &TypeHash[bucket];
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while (*hashpos != 0)
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{
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int lexx = strcmp (Name+1, m_Types[*hashpos-1]->Name+1);
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// (The Lexx is the most powerful weapon of destruction
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// in the two universes.)
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if (lexx > 0)
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{ // This type should come later in the chain
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hashpos = &m_Types[*hashpos-1]->HashNext;
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}
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else if (lexx == 0)
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{ // This type has already been inserted
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I_FatalError ("Class %s already registered", Name);
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}
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else
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{ // Type comes right here
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break;
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}
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}
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HashNext = *hashpos;
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*hashpos = TypeIndex + 1;
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}
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// Case-sensitive search (preferred)
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const TypeInfo *TypeInfo::FindType (const char *name)
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{
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if (name != NULL)
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{
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unsigned int index = TypeHash[MakeKey (name) % HASH_SIZE];
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while (index != 0)
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{
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int lexx = strcmp (name, m_Types[index-1]->Name + 1);
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if (lexx > 0)
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{
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index = m_Types[index-1]->HashNext;
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}
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else if (lexx == 0)
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{
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return m_Types[index-1];
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}
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else
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{
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break;
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}
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}
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}
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return NULL;
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}
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// Case-insensitive search
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const TypeInfo *TypeInfo::IFindType (const char *name)
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{
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if (name != NULL)
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{
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for (int i = 0; i < TypeInfo::m_NumTypes; i++)
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{
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if (stricmp (TypeInfo::m_Types[i]->Name + 1, name) == 0)
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return TypeInfo::m_Types[i];
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}
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}
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return NULL;
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}
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// Create a new object that this type represents
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DObject *TypeInfo::CreateNew () const
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{
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BYTE *mem = (BYTE *)Malloc (SizeOf);
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ConstructNative (mem);
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((DObject *)mem)->SetClass (const_cast<TypeInfo *>(this));
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// If this is a scripted extension of a class but not an actor,
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// initialize any extended space to zero. Actors have defaults, so
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// we can initialize them better
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if (ActorInfo != NULL)
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{
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AActor *actor = (AActor *)mem;
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memcpy (&(actor->x), &(((AActor *)ActorInfo->Defaults)->x), SizeOf - ((BYTE *)&actor->x - (BYTE *)actor));
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}
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else if (ParentType != 0 &&
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ConstructNative == ParentType->ConstructNative &&
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SizeOf > ParentType->SizeOf)
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{
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memset (mem + ParentType->SizeOf, 0, SizeOf - ParentType->SizeOf);
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}
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return (DObject *)mem;
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}
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// Create a new type based on an existing type
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TypeInfo *TypeInfo::CreateDerivedClass (char *name, unsigned int size)
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{
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TypeInfo *type = new TypeInfo;
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type->Name = name;
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type->ParentType = this;
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type->SizeOf = size;
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type->Pointers = NULL;
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type->ConstructNative = ConstructNative;
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type->RegisterType();
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type->Meta = Meta;
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type->FlatPointers = NULL;
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// If this class has an actor info, then any classes derived from it
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// also need an actor info.
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if (this->ActorInfo != NULL)
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{
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FActorInfo *info = type->ActorInfo = new FActorInfo;
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info->Class = type;
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info->Defaults = new BYTE[size];
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info->GameFilter = GAME_Any;
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info->SpawnID = 0;
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info->DoomEdNum = -1;
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info->OwnedStates = NULL;
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info->NumOwnedStates = 0;
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memcpy (info->Defaults, ActorInfo->Defaults, SizeOf);
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if (size > SizeOf)
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{
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memset (info->Defaults + SizeOf, 0, size - SizeOf);
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}
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m_RuntimeActors.Push (type);
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}
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else
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{
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type->ActorInfo = NULL;
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}
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return type;
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}
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// Create the FlatPointers array, if it doesn't exist already.
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// It comprises all the Pointers from superclasses plus this class's own Pointers.
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// If this class does not define any new Pointers, then FlatPointers will be set
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// to the same array as the super class's.
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void TypeInfo::BuildFlatPointers ()
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{
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static const size_t TheEnd = ~0;
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if (FlatPointers != NULL)
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{ // Already built: Do nothing.
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return;
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}
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else if (ParentType == NULL)
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{ // No parent: FlatPointers is the same as Pointers.
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if (Pointers == NULL)
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{ // No pointers: Make FlatPointers a harmless non-NULL.
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FlatPointers = &TheEnd;
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}
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else
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{
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FlatPointers = Pointers;
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}
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}
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else
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{
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ParentType->BuildFlatPointers ();
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if (Pointers == NULL)
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{ // No new pointers: Just use the same FlatPointers as the parent.
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FlatPointers = ParentType->FlatPointers;
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}
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else
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{ // New pointers: Create a new FlatPointers array and add them.
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int numPointers, numSuperPointers;
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// Count pointers defined by this class.
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for (numPointers = 0; Pointers[numPointers] != ~(size_t)0; numPointers++)
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{ }
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// Count pointers defined by superclasses.
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for (numSuperPointers = 0; ParentType->FlatPointers[numSuperPointers] != ~(size_t)0; numSuperPointers++)
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{ }
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// Concatenate them into a new array
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size_t *flat = new size_t[numPointers + numSuperPointers + 1];
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if (numSuperPointers > 0)
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{
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memcpy (flat, ParentType->FlatPointers, sizeof(size_t)*numSuperPointers);
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}
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memcpy (flat + numSuperPointers, Pointers, sizeof(size_t)*(numPointers+1));
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FlatPointers = flat;
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}
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}
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}
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FMetaTable::~FMetaTable ()
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{
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FreeMeta ();
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}
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FMetaTable::FMetaTable (const FMetaTable &other)
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{
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Meta = NULL;
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CopyMeta (&other);
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}
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FMetaTable &FMetaTable::operator = (const FMetaTable &other)
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{
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CopyMeta (&other);
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return *this;
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}
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void FMetaTable::FreeMeta ()
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{
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while (Meta != NULL)
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{
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FMetaData *meta = Meta;
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switch (meta->Type)
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{
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case META_String:
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delete meta->Value.String;
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break;
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default:
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break;
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}
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Meta = meta->Next;
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delete meta;
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}
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}
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void FMetaTable::CopyMeta (const FMetaTable *other)
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{
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const FMetaData *meta_src;
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FMetaData **meta_dest;
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FreeMeta ();
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meta_src = other->Meta;
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meta_dest = &Meta;
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while (meta_src != NULL)
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{
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FMetaData *newmeta = new FMetaData (meta_src->Type, meta_src->ID);
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switch (meta_src->Type)
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{
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case META_String:
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newmeta->Value.String = copystring (meta_src->Value.String);
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break;
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default:
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newmeta->Value = meta_src->Value;
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break;
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}
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*meta_dest = newmeta;
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meta_dest = &newmeta->Next;
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meta_src = meta_src->Next;
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}
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*meta_dest = NULL;
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}
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FMetaData *FMetaTable::FindMeta (EMetaType type, DWORD id) const
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{
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FMetaData *meta = Meta;
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while (meta != NULL)
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{
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if (meta->ID == id && meta->Type == type)
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{
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return meta;
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}
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meta = meta->Next;
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}
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return NULL;
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}
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FMetaData *FMetaTable::FindMetaDef (EMetaType type, DWORD id)
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{
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FMetaData *meta = FindMeta (type, id);
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if (meta == NULL)
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{
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meta = new FMetaData (type, id);
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meta->Next = Meta;
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meta->Value.String = NULL;
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Meta = meta;
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}
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return meta;
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}
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void FMetaTable::SetMetaInt (DWORD id, int parm)
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{
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FMetaData *meta = FindMetaDef (META_Int, id);
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meta->Value.Int = parm;
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}
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2006-03-03 03:57:01 +00:00
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int FMetaTable::GetMetaInt (DWORD id, int def) const
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2006-02-24 04:48:15 +00:00
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{
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FMetaData *meta = FindMeta (META_Int, id);
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2006-03-03 03:57:01 +00:00
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return meta != NULL ? meta->Value.Int : def;
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2006-02-24 04:48:15 +00:00
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}
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void FMetaTable::SetMetaFixed (DWORD id, fixed_t parm)
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{
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FMetaData *meta = FindMetaDef (META_Fixed, id);
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meta->Value.Fixed = parm;
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}
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2006-03-03 03:57:01 +00:00
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fixed_t FMetaTable::GetMetaFixed (DWORD id, fixed_t def) const
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2006-02-24 04:48:15 +00:00
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{
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FMetaData *meta = FindMeta (META_Fixed, id);
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2006-03-03 03:57:01 +00:00
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return meta != NULL ? meta->Value.Fixed : def;
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2006-02-24 04:48:15 +00:00
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}
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void FMetaTable::SetMetaString (DWORD id, const char *parm)
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{
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FMetaData *meta = FindMetaDef (META_String, id);
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ReplaceString (&meta->Value.String, parm);
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}
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const char *FMetaTable::GetMetaString (DWORD id) const
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{
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FMetaData *meta = FindMeta (META_String, id);
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return meta != NULL ? meta->Value.String : NULL;
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}
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CCMD (dumpclasses)
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{
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const TypeInfo *root;
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int i;
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int shown, omitted;
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bool showall = true;
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if (argv.argc() > 1)
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{
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root = TypeInfo::IFindType (argv[1]);
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if (root == NULL)
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{
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Printf ("Class '%s' not found\n", argv[1]);
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return;
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}
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if (stricmp (argv[1], "Actor") == 0)
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{
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if (argv.argc() < 3 || stricmp (argv[2], "all") != 0)
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{
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showall = false;
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}
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}
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}
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else
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{
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root = NULL;
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}
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shown = omitted = 0;
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for (i = 0; i < TypeInfo::m_NumTypes; i++)
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{
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if (root == NULL ||
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(TypeInfo::m_Types[i]->IsDescendantOf (root) &&
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(showall || TypeInfo::m_Types[i] == root ||
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TypeInfo::m_Types[i]->ActorInfo != root->ActorInfo)))
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{
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Printf (" %s\n", TypeInfo::m_Types[i]->Name + 1);
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shown++;
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}
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else
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{
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omitted++;
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}
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}
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Printf ("%d classes shown, %d omitted\n", shown, omitted);
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}
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TArray<DObject *> DObject::Objects;
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TArray<size_t> DObject::FreeIndices;
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TArray<DObject *> DObject::ToDestroy;
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bool DObject::Inactive;
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DObject::DObject ()
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: ObjectFlags(0), Class(0)
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{
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if (FreeIndices.Pop (Index))
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Objects[Index] = this;
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else
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Index = Objects.Push (this);
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}
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DObject::DObject (TypeInfo *inClass)
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: ObjectFlags(0), Class(inClass)
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{
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if (FreeIndices.Pop (Index))
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Objects[Index] = this;
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else
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Index = Objects.Push (this);
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}
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DObject::~DObject ()
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{
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if (!Inactive)
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{
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if (!(ObjectFlags & OF_MassDestruction))
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{
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RemoveFromArray ();
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DestroyScan (this);
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}
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else if (!(ObjectFlags & OF_Cleanup))
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{
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// object is queued for deletion, but is not being deleted
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// by the destruction process, so remove it from the
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// ToDestroy array and do other necessary stuff.
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unsigned int i;
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for (i = ToDestroy.Size() - 1; i-- > 0; )
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{
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if (ToDestroy[i] == this)
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{
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ToDestroy[i] = NULL;
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break;
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}
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}
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DestroyScan (this);
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}
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}
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}
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void DObject::Destroy ()
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{
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if (!Inactive)
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{
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if (!(ObjectFlags & OF_MassDestruction))
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{
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RemoveFromArray ();
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ObjectFlags |= OF_MassDestruction;
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ToDestroy.Push (this);
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}
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}
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else
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delete this;
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}
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void DObject::BeginFrame ()
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{
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StaleCycles = 0;
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StaleCount = 0;
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}
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void DObject::EndFrame ()
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{
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clock (StaleCycles);
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if (ToDestroy.Size ())
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{
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StaleCount += (int)ToDestroy.Size ();
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DestroyScan ();
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//Printf ("Destroyed %d objects\n", ToDestroy.Size());
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DObject *obj;
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while (ToDestroy.Pop (obj))
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{
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if (obj)
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{
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obj->ObjectFlags |= OF_Cleanup;
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delete obj;
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}
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}
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}
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unclock (StaleCycles);
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}
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void DObject::RemoveFromArray ()
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{
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if (Objects.Size() == Index + 1)
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{
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DObject *dummy;
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Objects.Pop (dummy);
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}
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else if (Objects.Size() > Index)
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{
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Objects[Index] = NULL;
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FreeIndices.Push (Index);
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}
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}
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void DObject::PointerSubstitution (DObject *old, DObject *notOld)
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{
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unsigned int i, highest;
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highest = Objects.Size ();
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for (i = 0; i <= highest; i++)
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{
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DObject *current = i < highest ? Objects[i] : &bglobal;
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if (current)
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{
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const TypeInfo *info = current->GetClass();
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const size_t *offsets = info->FlatPointers;
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if (offsets == NULL)
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{
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const_cast<TypeInfo *>(info)->BuildFlatPointers();
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offsets = info->FlatPointers;
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}
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while (*offsets != ~(size_t)0)
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{
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if (*(DObject **)((BYTE *)current + *offsets) == old)
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{
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*(DObject **)((BYTE *)current + *offsets) = notOld;
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}
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offsets++;
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}
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}
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}
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for (i = 0; i < BODYQUESIZE; ++i)
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{
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if (bodyque[i] == old)
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{
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bodyque[i] = static_cast<AActor *>(notOld);
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}
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}
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// This is an ugly hack, but it's the best I can do for now.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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players[i].FixPointers (old, notOld);
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}
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}
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// Search for references to a single object and NULL them.
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// It should not be listed in ToDestroy.
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void DObject::DestroyScan (DObject *obj)
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{
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PointerSubstitution (obj, NULL);
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}
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// Search for references to all objects scheduled for
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// destruction and NULL them.
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void DObject::DestroyScan ()
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{
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unsigned int i, highest;
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int j, destroycount;
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DObject **destroybase;
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destroycount = (int)ToDestroy.Size ();
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if (destroycount == 0)
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return;
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destroybase = &ToDestroy[0] + destroycount;
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destroycount = -destroycount;
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highest = Objects.Size ();
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for (i = 0; i <= highest; i++)
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{
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DObject *current = i < highest ? Objects[i] : &bglobal;
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if (current)
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{
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const TypeInfo *info = current->GetClass();
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const size_t *offsets = info->FlatPointers;
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if (offsets == NULL)
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{
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const_cast<TypeInfo *>(info)->BuildFlatPointers();
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offsets = info->FlatPointers;
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}
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while (*offsets != ~(size_t)0)
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{
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j = destroycount;
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do
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{
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if (*(DObject **)((BYTE *)current + *offsets) == *(destroybase + j))
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{
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*(DObject **)((BYTE *)current + *offsets) = NULL;
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}
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} while (++j);
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offsets++;
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}
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}
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}
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j = destroycount;
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do
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{
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for (i = 0; i < BODYQUESIZE; ++i)
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{
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if (bodyque[i] == *(destroybase + j))
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{
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bodyque[i] = NULL;
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}
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}
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} while (++j);
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// This is an ugly hack, but it's the best I can do for now.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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j = destroycount;
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do
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{
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players[i].FixPointers (*(destroybase + j), NULL);
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} while (++j);
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}
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}
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}
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void STACK_ARGS DObject::StaticShutdown ()
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{
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Inactive = true;
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}
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void DObject::Serialize (FArchive &arc)
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{
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ObjectFlags |= OF_SerialSuccess;
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}
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void DObject::CheckIfSerialized () const
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{
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if (!(ObjectFlags & OF_SerialSuccess))
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{
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I_Error (
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"BUG: %s::Serialize\n"
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"(or one of its superclasses) needs to call\n"
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"Super::Serialize\n",
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StaticType ()->Name);
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}
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}
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ADD_STAT (destroys, out)
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{
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sprintf (out, "Pointer fixing: %d in %04.1f ms",
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StaleCount, SecondsPerCycle * (double)StaleCycles * 1000);
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}
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