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- Fixed: DCajunMaster::End was missing a write barrier for getspawned. The
same problem in D_DoomMain. - Made bglobal a pointer because it was causing problems with the garbage collector. SVN r859 (trunk)
This commit is contained in:
parent
39940fe20a
commit
997533e0c8
22 changed files with 131 additions and 97 deletions
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@ -1,19 +1,25 @@
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March 26, 2008
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- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
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from doing prebuffering of the song. This was causing the Linux version to
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hang while waiting for input from the pipe, since Timidity hadn't been
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started yet. I tried using a select call in the FillStream() method, but it
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always seems to return the pipe as having nothing available. Unfortunately,
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the game still falls all over itself if Timidity isn't available. Instead
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of execvp failing nicely, X errors kill the game. I don't know why it's
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doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
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set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
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and set the snd_midipatchset cvar to point to it. It's faster and also
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sounds a whole lot better than the crappy freepats Ubuntu wants to install
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with Timidity++ (thank goodness I have the official patches from a real
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GUS so I don't need to use them).
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- GCC fixes.
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March 27, 2008 (Changes by Graf Zahl)
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- Fixed: DCajunMaster::End was missing a write barrier for getspawned. The
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same problem in D_DoomMain.
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- Made bglobal a pointer because it was causing problems with the garbage
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collector.
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March 26, 2008
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- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
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from doing prebuffering of the song. This was causing the Linux version to
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hang while waiting for input from the pipe, since Timidity hadn't been
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started yet. I tried using a select call in the FillStream() method, but it
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always seems to return the pipe as having nothing available. Unfortunately,
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the game still falls all over itself if Timidity isn't available. Instead
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of execvp failing nicely, X errors kill the game. I don't know why it's
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doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
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set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
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and set the snd_midipatchset cvar to point to it. It's faster and also
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sounds a whole lot better than the crappy freepats Ubuntu wants to install
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with Timidity++ (thank goodness I have the official patches from a real
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GUS so I don't need to use them).
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- GCC fixes.
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March 26, 2008 (Changes by Graf Zahl)
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- Fixed: After starting new music the music volume has to be reset so that
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the song's relative volume takes effect.
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@ -14388,7 +14394,7 @@ July 21, 1999
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damage.
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- Changed bot observer mode to use noclip instead of noblockmap. Otherwise,
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the player is unable to ride lifts while observing.
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- The bot code spawns bglobal.body1 and bglobal.body2 actors to help with
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- The bot code spawns bglobal->body1 and bglobal->body2 actors to help with
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aiming. The original code would carry pointers to these over between
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levels, even though all actors disappear when travelling between levels.
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Not a good thing. Fixed.
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@ -14438,7 +14444,7 @@ July 14, 1999
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the for loop.
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July 12, 1999
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- Enclosed the bot thinking code inside if (bglobal.botnum) {} blocks so that
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- Enclosed the bot thinking code inside if (bglobal->botnum) {} blocks so that
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no bot thinking occurs when there are no bots. Also defaulted bot_calcnodes
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to 0. If a bot is spawned, and there are no nodes loaded, bot_calcnodes
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will automatically be set to 1. Now the bots don't eat up any time if none
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@ -43,9 +43,9 @@ CCMD (addbot)
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}
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if (argv.argc() > 1)
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bglobal.SpawnBot (argv[1]);
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bglobal->SpawnBot (argv[1]);
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else
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bglobal.SpawnBot (NULL);
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bglobal->SpawnBot (NULL);
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}
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void DCajunMaster::ClearPlayer (int i, bool keepTeam)
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@ -92,7 +92,7 @@ CCMD (freeze)
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CCMD (listbots)
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{
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botinfo_t *thebot = bglobal.botinfo;
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botinfo_t *thebot = bglobal->botinfo;
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int count = 0;
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while (thebot)
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@ -115,6 +115,9 @@ AT_GAME_SET(BotStuff)
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{
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AWeapon * w;
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AActor * a;
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bglobal = new DCajunMaster;
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GC::WriteBarrier(bglobal);
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w = (AWeapon*)GetDefaultByName ("Pistol");
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if (w != NULL)
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@ -78,6 +78,7 @@ class DCajunMaster : public DObject
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DECLARE_CLASS (DCajunMaster, DObject)
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HAS_OBJECT_POINTERS
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public:
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DCajunMaster();
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~DCajunMaster();
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void ClearPlayer (int playernum, bool keepTeam);
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@ -148,7 +149,7 @@ protected:
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//Externs
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extern DCajunMaster bglobal;
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extern DCajunMaster *bglobal;
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EXTERN_CVAR (Float, bot_flag_return_time)
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EXTERN_CVAR (Int, bot_next_color)
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@ -63,7 +63,7 @@ static bool PTR_Reachable (intercept_t *in)
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fixed_t ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
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fixed_t floorheight = s->floorplane.ZatPoint (hitx, hity);
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if (!bglobal.IsDangerous (s) && //Any nukage/lava?
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if (!bglobal->IsDangerous (s) && //Any nukage/lava?
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(floorheight <= (last_z+MAXMOVEHEIGHT)
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&& ((ceilingheight == floorheight && line->special)
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|| (ceilingheight - floorheight) >= looker->height))) //Does it fit?
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@ -369,7 +369,7 @@ AActor *DCajunMaster::Choose_Mate (AActor *bot)
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//Make a introducing to mate.
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if(target && target!=bot->player->last_mate)
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{
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if((P_Random()%(200*bglobal.botnum))<3)
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if((P_Random()%(200*bglobal->botnum))<3)
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{
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bot->player->chat = c_teamup;
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if(target->bot)
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@ -527,7 +527,7 @@ angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
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bot->y + FixedMul(bot->momy, 5*FRACUNIT),
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bot->z + (bot->height / 2), 2);
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actor = bglobal.body2;
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actor = bglobal->body2;
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dist = P_AproxDistance (actor->x-enemy->x, actor->y-enemy->y);
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if (dist < SAFE_SELF_MISDIST)
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@ -537,15 +537,15 @@ angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
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SetBodyAt (enemy->x + FixedMul (enemy->momx, (m+2*FRACUNIT)),
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enemy->y + FixedMul(enemy->momy, (m+2*FRACUNIT)), ONFLOORZ, 1);
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dist = P_AproxDistance(actor->x-bglobal.body1->x, actor->y-bglobal.body1->y);
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dist = P_AproxDistance(actor->x-bglobal->body1->x, actor->y-bglobal->body1->y);
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//try the predicted location
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if (P_CheckSight (actor, bglobal.body1, 1)) //See the predicted location, so give a test missile
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if (P_CheckSight (actor, bglobal->body1, 1)) //See the predicted location, so give a test missile
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{
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if (SafeCheckPosition (bot, actor->x, actor->y))
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{
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if (FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
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if (FakeFire (actor, bglobal->body1, cmd) >= SAFE_SELF_MISDIST)
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{
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ang = R_PointToAngle2 (actor->x, actor->y, bglobal.body1->x, bglobal.body1->y);
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ang = R_PointToAngle2 (actor->x, actor->y, bglobal->body1->x, bglobal->body1->y);
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return ang;
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}
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}
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@ -61,7 +61,7 @@ Everything that is changed is marked (maybe commented) with "Added by MC"
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static FRandom pr_botspawn ("BotSpawn");
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//Externs
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DCajunMaster bglobal;
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DCajunMaster *bglobal;
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cycle_t BotThinkCycles, BotSupportCycles, BotWTG;
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@ -88,6 +88,26 @@ enum
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static bool waitingforspawn[MAXPLAYERS];
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DCajunMaster::DCajunMaster()
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{
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firstthing = NULL;
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body1 = NULL;
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body2 = NULL;
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getspawned = NULL;
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memset(botingame, 0, sizeof(botingame));
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freeze = false;
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changefreeze = false;
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botnum = 0;
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botinfo = NULL;
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spawn_tries = 0;
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wanted_botnum = NULL;
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m_Thinking = false;
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ctf = false;
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loaded_bots = 0;
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t_join = 0;
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observer = false;
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}
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DCajunMaster::~DCajunMaster()
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{
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ForgetBots();
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@ -218,7 +238,10 @@ void DCajunMaster::End ()
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if (getspawned)
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getspawned->FlushArgs ();
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else
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{
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getspawned = new DArgs;
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GC::WriteBarrier(this, getspawned);
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}
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].isbot)
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@ -509,7 +532,7 @@ bool DCajunMaster::LoadBots ()
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FString tmp;
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bool gotteam = false;
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bglobal.ForgetBots ();
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bglobal->ForgetBots ();
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#ifndef unix
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tmp = progdir;
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tmp += "zcajun/" BOTFILENAME;
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@ -639,12 +662,12 @@ bool DCajunMaster::LoadBots ()
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appendinfo (newinfo->info, "team");
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appendinfo (newinfo->info, "255");
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}
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newinfo->next = bglobal.botinfo;
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newinfo->next = bglobal->botinfo;
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newinfo->lastteam = TEAM_None;
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bglobal.botinfo = newinfo;
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bglobal.loaded_bots++;
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bglobal->botinfo = newinfo;
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bglobal->loaded_bots++;
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}
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Printf ("%d bots read from %s\n", bglobal.loaded_bots, BOTFILENAME);
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Printf ("%d bots read from %s\n", bglobal->loaded_bots, BOTFILENAME);
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return true;
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}
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@ -329,7 +329,7 @@ void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
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}
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int weapgiveammo = (alwaysapplydmflags || deathmatch) && !(dmflags & DF_WEAPONS_STAY);
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//if(pos && !bglobal.thingvis[pos->id][item->id]) continue;
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//if(pos && !bglobal->thingvis[pos->id][item->id]) continue;
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// if (item->IsKindOf (RUNTIME_CLASS(AArtifact)))
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// return; // don't know how to use artifacts
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if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))
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@ -242,19 +242,19 @@ static const char *IWADNames[] =
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"hexen.wad",
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"hexdd.wad",
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"strife1.wad",
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"strife0.wad",
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#ifdef unix
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"DOOM2.WAD", // Also look for all-uppercase names
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"PLUTONIA.WAD",
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"TNT.WAD",
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"DOOM.WAD",
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"DOOM1.WAD",
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"HERETIC.WAD",
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"HERETIC1.WAD",
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"HEXEN.WAD",
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"HEXDD.WAD",
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"STRIFE1.WAD",
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"STRIFE0.WAD",
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"strife0.wad",
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#ifdef unix
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"DOOM2.WAD", // Also look for all-uppercase names
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"PLUTONIA.WAD",
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"TNT.WAD",
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"DOOM.WAD",
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"DOOM1.WAD",
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"HERETIC.WAD",
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"HERETIC1.WAD",
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"HEXEN.WAD",
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"HEXDD.WAD",
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"STRIFE1.WAD",
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"STRIFE0.WAD",
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#endif
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NULL
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};
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@ -718,7 +718,7 @@ void D_Display ()
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void D_ErrorCleanup ()
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{
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screen->Unlock ();
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bglobal.RemoveAllBots (true);
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bglobal->RemoveAllBots (true);
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D_QuitNetGame ();
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if (demorecording || demoplayback)
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G_CheckDemoStatus ();
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@ -772,7 +772,7 @@ void D_DoomLoop ()
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players[i].savedpitch = players[i].mo->pitch;
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}
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}
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bglobal.Main (maketic%BACKUPTICS);
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bglobal->Main (maketic%BACKUPTICS);
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].isbot && players[i].mo)
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@ -2433,16 +2433,17 @@ void D_DoomMain (void)
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}
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//Added by MC:
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bglobal.getspawned = Args->GatherFiles ("-bots", "", false);
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if (bglobal.getspawned->NumArgs() == 0)
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bglobal->getspawned = Args->GatherFiles ("-bots", "", false);
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if (bglobal->getspawned->NumArgs() == 0)
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{
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bglobal.getspawned->Destroy();
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bglobal.getspawned = NULL;
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bglobal->getspawned->Destroy();
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bglobal->getspawned = NULL;
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}
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else
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{
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bglobal.spawn_tries = 0;
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bglobal.wanted_botnum = bglobal.getspawned->NumArgs();
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GC::WriteBarrier(bglobal, bglobal->getspawned);
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bglobal->spawn_tries = 0;
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bglobal->wanted_botnum = bglobal->getspawned->NumArgs();
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}
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Printf ("M_Init: Init miscellaneous info.\n");
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|
|
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@ -641,7 +641,7 @@ void PlayerIsGone (int netnode, int netconsole)
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FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, netconsole);
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if (netconsole == Net_Arbitrator)
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{
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bglobal.RemoveAllBots (true);
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bglobal->RemoveAllBots (true);
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Printf ("Removed all bots\n");
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// Pick a new network arbitrator
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@ -966,7 +966,7 @@ void NetUpdate (void)
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if (maketic % ticdup == 0)
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{
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//Added by MC: For some of that bot stuff. The main bot function.
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bglobal.Main ((maketic / ticdup) % BACKUPTICS);
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bglobal->Main ((maketic / ticdup) % BACKUPTICS);
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}
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maketic++;
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|
@ -2048,12 +2048,12 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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case DEM_ADDBOT:
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{
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BYTE num = ReadByte (stream);
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bglobal.DoAddBot (num, s = ReadString (stream));
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bglobal->DoAddBot (num, s = ReadString (stream));
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}
|
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break;
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|
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case DEM_KILLBOTS:
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bglobal.RemoveAllBots (true);
|
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bglobal->RemoveAllBots (true);
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Printf ("Removed all bots\n");
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break;
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|
||||
|
|
|
@ -1135,7 +1135,7 @@ void DDecalFader::Tick ()
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}
|
||||
else
|
||||
{
|
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if (level.maptime < TimeToStartDecay || bglobal.freeze)
|
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if (level.maptime < TimeToStartDecay || bglobal->freeze)
|
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{
|
||||
return;
|
||||
}
|
||||
|
@ -1218,7 +1218,7 @@ void DDecalStretcher::Tick ()
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Destroy ();
|
||||
return;
|
||||
}
|
||||
if (level.maptime < TimeToStart || bglobal.freeze)
|
||||
if (level.maptime < TimeToStart || bglobal->freeze)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -1287,7 +1287,7 @@ void DDecalSlider::Tick ()
|
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Destroy ();
|
||||
return;
|
||||
}
|
||||
if (level.maptime < TimeToStart || bglobal.freeze)
|
||||
if (level.maptime < TimeToStart || bglobal->freeze)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -1353,7 +1353,7 @@ void DDecalColorer::Tick ()
|
|||
}
|
||||
else
|
||||
{
|
||||
if (level.maptime < TimeToStartDecay || bglobal.freeze)
|
||||
if (level.maptime < TimeToStartDecay || bglobal->freeze)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -312,8 +312,7 @@ static void MarkRoot()
|
|||
}
|
||||
Mark(SectorMarker);
|
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{ // Silly bots
|
||||
DObject *foo = &bglobal;
|
||||
Mark(foo);
|
||||
Mark(bglobal);
|
||||
}
|
||||
// Add soft roots
|
||||
if (SoftRoots != NULL)
|
||||
|
|
|
@ -1218,8 +1218,8 @@ void G_PlayerReborn (int player)
|
|||
}
|
||||
|
||||
//Added by MC: Init bot structure.
|
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if (bglobal.botingame[player])
|
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bglobal.CleanBotstuff (p);
|
||||
if (bglobal->botingame[player])
|
||||
bglobal->CleanBotstuff (p);
|
||||
else
|
||||
p->isbot = false;
|
||||
|
||||
|
@ -1764,7 +1764,7 @@ void G_DoLoadGame ()
|
|||
// Read intermission data for hubs
|
||||
G_ReadHubInfo(png);
|
||||
|
||||
bglobal.RemoveAllBots (true);
|
||||
bglobal->RemoveAllBots (true);
|
||||
|
||||
text = M_GetPNGText (png, "Important CVARs");
|
||||
if (text != NULL)
|
||||
|
|
|
@ -1693,7 +1693,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
|
|||
//Added by MC: Initialize bots.
|
||||
if (!deathmatch)
|
||||
{
|
||||
bglobal.Init ();
|
||||
bglobal->Init ();
|
||||
}
|
||||
|
||||
if (mapname != level.mapname)
|
||||
|
@ -1761,7 +1761,7 @@ void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int ne
|
|||
gameaction = ga_completed;
|
||||
resetinventory = resetinv;
|
||||
|
||||
bglobal.End(); //Added by MC:
|
||||
bglobal->End(); //Added by MC:
|
||||
|
||||
// [RH] Give scripts a chance to do something
|
||||
unloading = true;
|
||||
|
@ -2109,7 +2109,7 @@ void G_DoLoadLevel (int position, bool autosave)
|
|||
//Added by MC: Initialize bots.
|
||||
if (deathmatch)
|
||||
{
|
||||
bglobal.Init ();
|
||||
bglobal->Init ();
|
||||
}
|
||||
|
||||
if (timingdemo)
|
||||
|
|
|
@ -403,8 +403,8 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
break;
|
||||
|
||||
case CHT_FREEZE:
|
||||
bglobal.changefreeze ^= 1;
|
||||
if (bglobal.freeze ^ bglobal.changefreeze)
|
||||
bglobal->changefreeze ^= 1;
|
||||
if (bglobal->freeze ^ bglobal->changefreeze)
|
||||
{
|
||||
msg = "Freeze mode on";
|
||||
}
|
||||
|
|
|
@ -561,10 +561,10 @@ void AActor::Die (AActor *source, AActor *inflictor)
|
|||
player->respawn_time = level.time + TICRATE;
|
||||
|
||||
//Added by MC: Respawn bots
|
||||
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback)
|
||||
if (bglobal->botnum && consoleplayer == Net_Arbitrator && !demoplayback)
|
||||
{
|
||||
if (player->isbot)
|
||||
player->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
|
||||
player->t_respawn = (pr_botrespawn()%15)+((bglobal->botnum-1)*2)+TICRATE+1;
|
||||
|
||||
//Added by MC: Discard enemies.
|
||||
for (int i = 0; i < MAXPLAYERS; i++)
|
||||
|
|
|
@ -1739,7 +1739,7 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
|
|||
if (thing->player && thing->player->isbot && thing->flags & MF_SHOOTABLE)
|
||||
{
|
||||
if (tmsector != thing->Sector
|
||||
&& bglobal.IsDangerous (tmsector))
|
||||
&& bglobal->IsDangerous (tmsector))
|
||||
{
|
||||
thing->player->prev = thing->player->dest;
|
||||
thing->player->dest = NULL;
|
||||
|
|
|
@ -2558,7 +2558,7 @@ void AActor::Tick ()
|
|||
}
|
||||
|
||||
//Added by MC: Freeze mode.
|
||||
if (bglobal.freeze && !(player && !player->isbot))
|
||||
if (bglobal->freeze && !(player && !player->isbot))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -2637,11 +2637,11 @@ void AActor::Tick ()
|
|||
}
|
||||
}
|
||||
|
||||
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
|
||||
if (bglobal->botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
|
||||
(flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER))
|
||||
{
|
||||
clock (BotSupportCycles);
|
||||
bglobal.m_Thinking = true;
|
||||
bglobal->m_Thinking = true;
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (!playeringame[i] || !players[i].isbot)
|
||||
|
@ -2661,7 +2661,7 @@ void AActor::Tick ()
|
|||
else if (flags & MF_SPECIAL)
|
||||
{ //Item pickup time
|
||||
//clock (BotWTG);
|
||||
bglobal.WhatToGet (players[i].mo, this);
|
||||
bglobal->WhatToGet (players[i].mo, this);
|
||||
//unclock (BotWTG);
|
||||
BotWTG++;
|
||||
}
|
||||
|
@ -2669,12 +2669,12 @@ void AActor::Tick ()
|
|||
{
|
||||
if (!players[i].missile && (flags3 & MF3_WARNBOT))
|
||||
{ //warn for incoming missiles.
|
||||
if (target != players[i].mo && bglobal.Check_LOS (players[i].mo, this, ANGLE_90))
|
||||
if (target != players[i].mo && bglobal->Check_LOS (players[i].mo, this, ANGLE_90))
|
||||
players[i].missile = this;
|
||||
}
|
||||
}
|
||||
}
|
||||
bglobal.m_Thinking = false;
|
||||
bglobal->m_Thinking = false;
|
||||
unclock (BotSupportCycles);
|
||||
}
|
||||
|
||||
|
@ -3158,7 +3158,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
actor->z = actor->PrevZ = iz;
|
||||
actor->picnum = 0xffff;
|
||||
|
||||
FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
|
||||
FRandom &rng = bglobal->m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
|
||||
|
||||
if (actor->isFast() && actor->flags3 & MF3_ISMONSTER)
|
||||
actor->reactiontime = 0;
|
||||
|
|
|
@ -230,7 +230,7 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
|
|||
|
||||
if (dst->isbot)
|
||||
{
|
||||
botinfo_t *thebot = bglobal.botinfo;
|
||||
botinfo_t *thebot = bglobal->botinfo;
|
||||
while (thebot && stricmp (name, thebot->name))
|
||||
{
|
||||
thebot = thebot->next;
|
||||
|
@ -239,8 +239,8 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
|
|||
{
|
||||
thebot->inuse = true;
|
||||
}
|
||||
bglobal.botnum++;
|
||||
bglobal.botingame[dst - players] = true;
|
||||
bglobal->botnum++;
|
||||
bglobal->botingame[dst - players] = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -496,7 +496,7 @@ sightcounts[0]++;
|
|||
// Cannot see an invisible object
|
||||
if ((flags & 1) == 0 && ((t2->renderflags & RF_INVISIBLE) || !t2->RenderStyle.IsVisible(t2->alpha)))
|
||||
{ // small chance of an attack being made anyway
|
||||
if ((bglobal.m_Thinking ? pr_botchecksight() : pr_checksight()) > 50)
|
||||
if ((bglobal->m_Thinking ? pr_botchecksight() : pr_checksight()) > 50)
|
||||
{
|
||||
res = false;
|
||||
goto done;
|
||||
|
|
|
@ -370,7 +370,7 @@ FSwitchDef *ParseSwitchDef (FScanner &sc, bool ignoreBad)
|
|||
thisframe.Time = ((max - min + 1) << 16) | min;
|
||||
}
|
||||
else
|
||||
{
|
||||
{
|
||||
thisframe.Time = 0; // Shush, GCC.
|
||||
sc.ScriptError ("Must specify a duration for switch frame");
|
||||
}
|
||||
|
|
|
@ -78,10 +78,10 @@ void P_Ticker (void)
|
|||
// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
|
||||
if ((level.time & 3) == 0)
|
||||
{
|
||||
if (bglobal.changefreeze)
|
||||
if (bglobal->changefreeze)
|
||||
{
|
||||
bglobal.freeze ^= 1;
|
||||
bglobal.changefreeze = 0;
|
||||
bglobal->freeze ^= 1;
|
||||
bglobal->changefreeze = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -102,7 +102,7 @@ void P_Ticker (void)
|
|||
// Since things will be moving, it's okay to interpolate them in the renderer.
|
||||
r_NoInterpolate = false;
|
||||
|
||||
if (!bglobal.freeze && !(level.flags & LEVEL_FROZEN))
|
||||
if (!bglobal->freeze && !(level.flags & LEVEL_FROZEN))
|
||||
{
|
||||
P_ThinkParticles (); // [RH] make the particles think
|
||||
}
|
||||
|
@ -110,14 +110,14 @@ void P_Ticker (void)
|
|||
|
||||
for (i = 0; i<MAXPLAYERS; i++)
|
||||
if (playeringame[i] &&
|
||||
/*Added by MC: Freeze mode.*/!(bglobal.freeze && players[i].isbot))
|
||||
/*Added by MC: Freeze mode.*/!(bglobal->freeze && players[i].isbot))
|
||||
P_PlayerThink (&players[i]);
|
||||
|
||||
level.Tick (); // [RH] let the level tick
|
||||
DThinker::RunThinkers ();
|
||||
|
||||
//if added by MC: Freeze mode.
|
||||
if (!bglobal.freeze && !(level.flags & LEVEL_FROZEN))
|
||||
if (!bglobal->freeze && !(level.flags & LEVEL_FROZEN))
|
||||
{
|
||||
P_UpdateSpecials ();
|
||||
P_RunEffects (); // [RH] Run particle effects
|
||||
|
|
|
@ -132,6 +132,7 @@ void STACK_ARGS call_terms ()
|
|||
static void FinalGC()
|
||||
{
|
||||
Args = NULL;
|
||||
bglobal = NULL;
|
||||
GC::FullGC();
|
||||
}
|
||||
|
||||
|
|
|
@ -1039,7 +1039,7 @@ void WI_End ()
|
|||
//Added by mc
|
||||
if (deathmatch)
|
||||
{
|
||||
bglobal.RemoveAllBots (consoleplayer != Net_Arbitrator);
|
||||
bglobal->RemoveAllBots (consoleplayer != Net_Arbitrator);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue