- fixed: All access to weapon info in DECORATE functions should be restricted to when they get called from an actual weapon, not from a CustomInventory item.

Issues this fixes:

 * all original Doom attack functions unconditionally altered the flash state.
 * A_FireOldBFG, A_RailAttack and A_Blast never checked for a valid ReadyWeapon.
 * CustomInventory items could deplete an unrelated weapon's ammo.
This commit is contained in:
Christoph Oelckers 2016-01-26 09:43:47 +01:00
parent 9f8dee45c4
commit 623276f5a6
4 changed files with 27 additions and 24 deletions

View file

@ -36,7 +36,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch)
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL && !(weapon->WeaponFlags & WIF_DEHAMMO))
if (weapon != NULL && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
@ -73,7 +73,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return;
@ -148,7 +148,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
slope = P_AimLineAttack (self, angle, Range, &linetarget) + (pr_saw.Random2() * (Spread_Z / 255));
AWeapon *weapon = self->player->ReadyWeapon;
if ((weapon != NULL) && !(Flags & SF_NOUSEAMMO) && !(!linetarget && (Flags & SF_NOUSEAMMOMISS)) && !(weapon->WeaponFlags & WIF_DEHAMMO))
if ((weapon != NULL) && !(Flags & SF_NOUSEAMMO) && !(!linetarget && (Flags & SF_NOUSEAMMOMISS)) && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
@ -250,7 +250,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return;
@ -281,7 +281,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM);
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
return;
@ -390,7 +390,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
}
AWeapon *weapon = player->ReadyWeapon;
if (weapon != NULL)
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return;
@ -431,7 +431,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMissile)
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return;
@ -454,7 +454,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireSTGrenade)
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
@ -479,7 +479,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma)
return;
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return;
@ -497,7 +497,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma)
//
// [RH] A_FireRailgun
//
static void FireRailgun(AActor *self, int offset_xy)
static void FireRailgun(AActor *self, int offset_xy, bool fromweapon)
{
int damage;
player_t *player;
@ -508,7 +508,7 @@ static void FireRailgun(AActor *self, int offset_xy)
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
if (weapon != NULL && fromweapon)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return;
@ -528,17 +528,17 @@ static void FireRailgun(AActor *self, int offset_xy)
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgun)
{
FireRailgun(self, 0);
FireRailgun(self, 0, ACTION_CALL_FROM_WEAPON());
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunRight)
{
FireRailgun(self, 10);
FireRailgun(self, 10, ACTION_CALL_FROM_WEAPON());
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunLeft)
{
FireRailgun(self, -10);
FireRailgun(self, -10, ACTION_CALL_FROM_WEAPON());
}
DEFINE_ACTION_FUNCTION(AActor, A_RailWait)
@ -560,7 +560,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
}
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, deh.BFGCells))
return;
@ -671,6 +671,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG)
AActor * mo = NULL;
player_t *player;
bool doesautoaim = false;
if (NULL == (player = self->player))
{
@ -678,18 +679,20 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG)
}
AWeapon *weapon = self->player->ReadyWeapon;
if (ACTION_CALL_FROM_WEAPON()) weapon = NULL;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return;
doesautoaim = !(weapon->WeaponFlags & WIF_NOAUTOAIM);
weapon->WeaponFlags |= WIF_NOAUTOAIM; // No autoaiming that gun
}
self->player->extralight = 2;
// Save values temporarily
angle_t SavedPlayerAngle = self->angle;
fixed_t SavedPlayerPitch = self->pitch;
bool doesautoaim = !(self->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM);
self->player->ReadyWeapon->WeaponFlags |= WIF_NOAUTOAIM; // No autoaiming that gun
for (int i = 0; i < 2; i++) // Spawn two plasma balls in sequence
{
self->angle += ((pr_oldbfg()&127) - 64) * (ANG90/768);
@ -699,5 +702,5 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG)
self->angle = SavedPlayerAngle;
self->pitch = SavedPlayerPitch;
}
if (doesautoaim) self->player->ReadyWeapon->WeaponFlags &= ~WIF_NOAUTOAIM; // Restore autoaim setting
if (doesautoaim && weapon != NULL) weapon->WeaponFlags &= ~WIF_NOAUTOAIM; // Restore autoaim setting
}

View file

@ -109,10 +109,10 @@ DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
TThinkerIterator<AActor> iterator;
fixed_t dist;
if (self->player && (blastflags & BF_USEAMMO))
if (self->player && (blastflags & BF_USEAMMO) && ACTION_CALL_FROM_WEAPON())
{
AWeapon * weapon = self->player->ReadyWeapon;
if (!weapon->DepleteAmmo(weapon->bAltFire))
if (weapon != NULL && !weapon->DepleteAmmo(weapon->bAltFire))
return;
}

View file

@ -382,7 +382,7 @@ struct StateCallData
void AF_##name (AActor *self, AActor *stateowner, FState *, int, StateCallData *); \
static AFuncDesc info_##cls##_##name = { #name, AF_##name }; \
MSVC_ASEG AFuncDesc *infoptr_##cls##_##name GCC_ASEG = &info_##cls##_##name; \
void AF_##name (AActor *self, AActor *stateowner, FState *, int, StateCallData *statecall)
void AF_##name (AActor *self, AActor *stateowner, FState *CallingState, int, StateCallData *statecall)
#define DEFINE_ACTION_FUNCTION_PARAMS(cls, name) \
void AFP_##name (AActor *self, AActor *stateowner, FState *CallingState, int ParameterIndex, StateCallData *statecall); \

View file

@ -1261,7 +1261,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
int bslope = 0;
int laflags = (flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
if ((flags & FBF_USEAMMO) && weapon)
if ((flags & FBF_USEAMMO) && weapon && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true))
return; // out of ammo
@ -1450,7 +1450,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
pitch = P_AimLineAttack (self, angle, range, &linetarget);
// only use ammo when actually hitting something!
if ((flags & CPF_USEAMMO) && linetarget && weapon)
if ((flags & CPF_USEAMMO) && linetarget && weapon && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true))
return; // out of ammo
@ -1548,7 +1548,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
AWeapon *weapon = self->player->ReadyWeapon;
// only use ammo when actually hitting something!
if (useammo)
if (useammo && weapon != NULL && ACTION_CALL_FROM_WEAPON())
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true))
return; // out of ammo