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- Fixed: When PlayerIsGone() destroys a morphed player, it needs to destroy the unmorphed player too.
- Fixed: Destroying a morphed player would try to unmorph the player twice. SVN r3611 (trunk)
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0835230454
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1656744827
5 changed files with 30 additions and 16 deletions
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@ -612,6 +612,11 @@ void PlayerIsGone (int netnode, int netconsole)
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P_DisconnectEffect (players[netconsole].mo);
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players[netconsole].mo->player = NULL;
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players[netconsole].mo->Destroy ();
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if (!(players[netconsole].mo->ObjectFlags & OF_EuthanizeMe))
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{ // We just destroyed a morphed player, so now the original player
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// has taken their place. Destroy that one too.
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players[netconsole].mo->Destroy();
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}
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players[netconsole].mo = NULL;
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players[netconsole].camera = NULL;
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}
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@ -1843,24 +1843,26 @@ void APowerMorph::EndEffect( )
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}
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// Unmorph if possible
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int savedMorphTics = Player->morphTics;
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P_UndoPlayerMorph (Player, Player);
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// Abort if unmorph failed; in that case,
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// set the usual retry timer and return.
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if (Player->morphTics)
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if (!bNoCallUndoMorph)
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{
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// Transfer retry timeout
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// to the powerup's timer.
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EffectTics = Player->morphTics;
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// Reload negative morph tics;
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// use actual value; it may
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// be in use for animation.
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Player->morphTics = savedMorphTics;
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// Try again some time later
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return;
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}
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int savedMorphTics = Player->morphTics;
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P_UndoPlayerMorph (Player, Player);
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// Abort if unmorph failed; in that case,
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// set the usual retry timer and return.
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if (Player != NULL && Player->morphTics)
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{
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// Transfer retry timeout
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// to the powerup's timer.
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EffectTics = Player->morphTics;
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// Reload negative morph tics;
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// use actual value; it may
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// be in use for animation.
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Player->morphTics = savedMorphTics;
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// Try again some time later
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return;
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}
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}
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// Unmorph suceeded
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Player = NULL;
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}
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@ -247,6 +247,7 @@ class APowerMorph : public APowerup
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DECLARE_CLASS( APowerMorph, APowerup )
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public:
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void Serialize (FArchive &arc);
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void SetNoCallUndoMorph() { bNoCallUndoMorph = true; }
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FNameNoInit PlayerClass, MorphFlash, UnMorphFlash;
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int MorphStyle;
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@ -256,6 +257,7 @@ protected:
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void EndEffect ();
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// Variables
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player_t *Player;
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bool bNoCallUndoMorph; // Because P_UndoPlayerMorph() can call EndEffect recursively
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};
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#endif //__A_ARTIFACTS_H__
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@ -202,6 +202,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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next = item->Inventory;
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if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
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{
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static_cast<APowerMorph *>(item)->SetNoCallUndoMorph();
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item->Destroy();
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}
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}
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@ -558,6 +558,10 @@ bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough, int ammouse)
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void AWeapon::PostMorphWeapon ()
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{
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if (Owner == NULL)
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{
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return;
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}
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Owner->player->PendingWeapon = WP_NOCHANGE;
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Owner->player->ReadyWeapon = this;
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Owner->player->psprites[ps_weapon].sy = WEAPONBOTTOM;
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