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- let skip_super use the AActor assignment operator. The blanket memcpy it used was clobbering some data.
- moved the Finalize method from PClassActor to AActor. Now that defaults get their vtbl pointer initialized this will actually work.
This commit is contained in:
parent
56024a1ebe
commit
776509e68a
10 changed files with 15 additions and 26 deletions
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@ -596,6 +596,7 @@ public:
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AActor &operator= (const AActor &other);
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~AActor ();
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virtual void Finalize(FStateDefinitions &statedef);
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virtual void OnDestroy() override;
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virtual void Serialize(FSerializer &arc) override;
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virtual void PostSerialize() override;
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@ -73,10 +73,10 @@ size_t PClassInventory::PointerSubstitution(DObject *oldclass, DObject *newclass
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return changed;
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}
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void PClassInventory::Finalize(FStateDefinitions &statedef)
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void AInventory::Finalize(FStateDefinitions &statedef)
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{
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Super::Finalize(statedef);
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((AActor*)Defaults)->flags |= MF_SPECIAL;
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flags |= MF_SPECIAL;
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}
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IMPLEMENT_CLASS(AInventory, false, true)
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@ -72,6 +72,7 @@ class AInventory : public AActor
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HAS_OBJECT_POINTERS
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public:
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virtual void Finalize(FStateDefinitions &statedef) override;
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virtual void Serialize(FSerializer &arc) override;
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virtual void MarkPrecacheSounds() const override;
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virtual void OnDestroy() override;
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@ -155,13 +155,14 @@ void PClassWeapon::DeriveData(PClass *newclass)
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//
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//===========================================================================
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void PClassWeapon::Finalize(FStateDefinitions &statedef)
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void AWeapon::Finalize(FStateDefinitions &statedef)
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{
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Super::Finalize(statedef);
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FState *ready = FindState(NAME_Ready);
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FState *select = FindState(NAME_Select);
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FState *deselect = FindState(NAME_Deselect);
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FState *fire = FindState(NAME_Fire);
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auto TypeName = GetClass()->TypeName;
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// Consider any weapon without any valid state abstract and don't output a warning
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// This is for creating base classes for weapon groups that only set up some properties.
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@ -94,7 +94,6 @@ protected:
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virtual void DeriveData(PClass *newclass);
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public:
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PClassWeapon();
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void Finalize(FStateDefinitions &statedef);
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int SlotNumber;
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int SlotPriority;
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@ -135,7 +134,8 @@ public:
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virtual void MarkPrecacheSounds() const;
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virtual void Serialize(FSerializer &arc) override;
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void Finalize(FStateDefinitions &statedef) override;
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void Serialize(FSerializer &arc) override;
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void PostMorphWeapon();
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@ -429,20 +429,20 @@ void PClassActor::SetDropItems(DDropItem *drops)
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//
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//==========================================================================
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void PClassActor::Finalize(FStateDefinitions &statedef)
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void AActor::Finalize(FStateDefinitions &statedef)
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{
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AActor *defaults = (AActor*)Defaults;
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AActor *defaults = this;
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try
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{
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statedef.FinishStates(this, defaults);
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statedef.FinishStates(GetClass(), defaults);
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}
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catch (CRecoverableError &)
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{
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statedef.MakeStateDefines(NULL);
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throw;
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}
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statedef.InstallStates(this, defaults);
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statedef.InstallStates(GetClass(), defaults);
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statedef.MakeStateDefines(NULL);
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}
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@ -259,7 +259,6 @@ public:
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size_t PropagateMark();
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bool SetReplacement(FName replaceName);
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void SetDropItems(DDropItem *drops);
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virtual void Finalize(FStateDefinitions &statedef);
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FState *FindState(int numnames, FName *names, bool exact=false) const;
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FState *FindStateByString(const char *name, bool exact=false);
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@ -1155,7 +1155,7 @@ static void ParseActor(FScanner &sc, PNamespace *ns)
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}
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try
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{
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info->Finalize(bag.statedef);
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GetDefaultByType(info)->Finalize(bag.statedef);
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}
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catch (CRecoverableError &err)
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{
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@ -560,7 +560,7 @@ DEFINE_PROPERTY(skip_super, 0, Actor)
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return;
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}
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memcpy ((void *)defaults, (void *)GetDefault<AActor>(), sizeof(AActor));
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*defaults = *GetDefault<AActor>();
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ResetBaggage (&bag, RUNTIME_CLASS(AActor));
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}
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@ -2447,19 +2447,6 @@ void ZCCCompiler::CompileStates()
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continue;
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}
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// Same here, hack in the DVMObject as they weren't in the list originally
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// TODO: process them in a non hackish way obviously
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if (c->Type()->bRuntimeClass == true && c->Type()->ParentClass->bRuntimeClass == false)
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{
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auto vmtype = static_cast<PClassActor *>(c->Type()->ParentClass);
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if (vmtype->StateList == nullptr)
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{
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FStateDefinitions vmstates;
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vmstates.MakeStateDefines(dyn_cast<PClassActor>(vmtype->ParentClass));
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vmtype->Finalize(vmstates);
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}
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}
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FString statename; // The state builder wants the label as one complete string, not separated into tokens.
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FStateDefinitions statedef;
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statedef.MakeStateDefines(dyn_cast<PClassActor>(c->Type()->ParentClass));
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@ -2658,7 +2645,7 @@ void ZCCCompiler::CompileStates()
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}
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try
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{
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static_cast<PClassActor *>(c->Type())->Finalize(statedef);
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GetDefaultByType(c->Type())->Finalize(statedef);
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}
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catch (CRecoverableError &err)
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{
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