- 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:
Christoph Oelckers 2008-03-27 22:37:13 +00:00
parent 39940fe20a
commit 997533e0c8
22 changed files with 131 additions and 97 deletions

View file

@ -1,3 +1,9 @@
March 27, 2008 (Changes by Graf Zahl)
- 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.
March 26, 2008 March 26, 2008
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to from doing prebuffering of the song. This was causing the Linux version to
@ -14388,7 +14394,7 @@ July 21, 1999
damage. damage.
- Changed bot observer mode to use noclip instead of noblockmap. Otherwise, - Changed bot observer mode to use noclip instead of noblockmap. Otherwise,
the player is unable to ride lifts while observing. the player is unable to ride lifts while observing.
- The bot code spawns bglobal.body1 and bglobal.body2 actors to help with - The bot code spawns bglobal->body1 and bglobal->body2 actors to help with
aiming. The original code would carry pointers to these over between aiming. The original code would carry pointers to these over between
levels, even though all actors disappear when travelling between levels. levels, even though all actors disappear when travelling between levels.
Not a good thing. Fixed. Not a good thing. Fixed.
@ -14438,7 +14444,7 @@ July 14, 1999
the for loop. the for loop.
July 12, 1999 July 12, 1999
- Enclosed the bot thinking code inside if (bglobal.botnum) {} blocks so that - Enclosed the bot thinking code inside if (bglobal->botnum) {} blocks so that
no bot thinking occurs when there are no bots. Also defaulted bot_calcnodes no bot thinking occurs when there are no bots. Also defaulted bot_calcnodes
to 0. If a bot is spawned, and there are no nodes loaded, bot_calcnodes to 0. If a bot is spawned, and there are no nodes loaded, bot_calcnodes
will automatically be set to 1. Now the bots don't eat up any time if none will automatically be set to 1. Now the bots don't eat up any time if none

View file

@ -43,9 +43,9 @@ CCMD (addbot)
} }
if (argv.argc() > 1) if (argv.argc() > 1)
bglobal.SpawnBot (argv[1]); bglobal->SpawnBot (argv[1]);
else else
bglobal.SpawnBot (NULL); bglobal->SpawnBot (NULL);
} }
void DCajunMaster::ClearPlayer (int i, bool keepTeam) void DCajunMaster::ClearPlayer (int i, bool keepTeam)
@ -92,7 +92,7 @@ CCMD (freeze)
CCMD (listbots) CCMD (listbots)
{ {
botinfo_t *thebot = bglobal.botinfo; botinfo_t *thebot = bglobal->botinfo;
int count = 0; int count = 0;
while (thebot) while (thebot)
@ -116,6 +116,9 @@ AT_GAME_SET(BotStuff)
AWeapon * w; AWeapon * w;
AActor * a; AActor * a;
bglobal = new DCajunMaster;
GC::WriteBarrier(bglobal);
w = (AWeapon*)GetDefaultByName ("Pistol"); w = (AWeapon*)GetDefaultByName ("Pistol");
if (w != NULL) if (w != NULL)
{ {

View file

@ -78,6 +78,7 @@ class DCajunMaster : public DObject
DECLARE_CLASS (DCajunMaster, DObject) DECLARE_CLASS (DCajunMaster, DObject)
HAS_OBJECT_POINTERS HAS_OBJECT_POINTERS
public: public:
DCajunMaster();
~DCajunMaster(); ~DCajunMaster();
void ClearPlayer (int playernum, bool keepTeam); void ClearPlayer (int playernum, bool keepTeam);
@ -148,7 +149,7 @@ protected:
//Externs //Externs
extern DCajunMaster bglobal; extern DCajunMaster *bglobal;
EXTERN_CVAR (Float, bot_flag_return_time) EXTERN_CVAR (Float, bot_flag_return_time)
EXTERN_CVAR (Int, bot_next_color) EXTERN_CVAR (Int, bot_next_color)

View file

@ -63,7 +63,7 @@ static bool PTR_Reachable (intercept_t *in)
fixed_t ceilingheight = s->ceilingplane.ZatPoint (hitx, hity); fixed_t ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
fixed_t floorheight = s->floorplane.ZatPoint (hitx, hity); fixed_t floorheight = s->floorplane.ZatPoint (hitx, hity);
if (!bglobal.IsDangerous (s) && //Any nukage/lava? if (!bglobal->IsDangerous (s) && //Any nukage/lava?
(floorheight <= (last_z+MAXMOVEHEIGHT) (floorheight <= (last_z+MAXMOVEHEIGHT)
&& ((ceilingheight == floorheight && line->special) && ((ceilingheight == floorheight && line->special)
|| (ceilingheight - floorheight) >= looker->height))) //Does it fit? || (ceilingheight - floorheight) >= looker->height))) //Does it fit?
@ -369,7 +369,7 @@ AActor *DCajunMaster::Choose_Mate (AActor *bot)
//Make a introducing to mate. //Make a introducing to mate.
if(target && target!=bot->player->last_mate) if(target && target!=bot->player->last_mate)
{ {
if((P_Random()%(200*bglobal.botnum))<3) if((P_Random()%(200*bglobal->botnum))<3)
{ {
bot->player->chat = c_teamup; bot->player->chat = c_teamup;
if(target->bot) if(target->bot)
@ -527,7 +527,7 @@ angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
bot->y + FixedMul(bot->momy, 5*FRACUNIT), bot->y + FixedMul(bot->momy, 5*FRACUNIT),
bot->z + (bot->height / 2), 2); bot->z + (bot->height / 2), 2);
actor = bglobal.body2; actor = bglobal->body2;
dist = P_AproxDistance (actor->x-enemy->x, actor->y-enemy->y); dist = P_AproxDistance (actor->x-enemy->x, actor->y-enemy->y);
if (dist < SAFE_SELF_MISDIST) if (dist < SAFE_SELF_MISDIST)
@ -537,15 +537,15 @@ angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
SetBodyAt (enemy->x + FixedMul (enemy->momx, (m+2*FRACUNIT)), SetBodyAt (enemy->x + FixedMul (enemy->momx, (m+2*FRACUNIT)),
enemy->y + FixedMul(enemy->momy, (m+2*FRACUNIT)), ONFLOORZ, 1); enemy->y + FixedMul(enemy->momy, (m+2*FRACUNIT)), ONFLOORZ, 1);
dist = P_AproxDistance(actor->x-bglobal.body1->x, actor->y-bglobal.body1->y); dist = P_AproxDistance(actor->x-bglobal->body1->x, actor->y-bglobal->body1->y);
//try the predicted location //try the predicted location
if (P_CheckSight (actor, bglobal.body1, 1)) //See the predicted location, so give a test missile if (P_CheckSight (actor, bglobal->body1, 1)) //See the predicted location, so give a test missile
{ {
if (SafeCheckPosition (bot, actor->x, actor->y)) if (SafeCheckPosition (bot, actor->x, actor->y))
{ {
if (FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST) if (FakeFire (actor, bglobal->body1, cmd) >= SAFE_SELF_MISDIST)
{ {
ang = R_PointToAngle2 (actor->x, actor->y, bglobal.body1->x, bglobal.body1->y); ang = R_PointToAngle2 (actor->x, actor->y, bglobal->body1->x, bglobal->body1->y);
return ang; return ang;
} }
} }

View file

@ -61,7 +61,7 @@ Everything that is changed is marked (maybe commented) with "Added by MC"
static FRandom pr_botspawn ("BotSpawn"); static FRandom pr_botspawn ("BotSpawn");
//Externs //Externs
DCajunMaster bglobal; DCajunMaster *bglobal;
cycle_t BotThinkCycles, BotSupportCycles, BotWTG; cycle_t BotThinkCycles, BotSupportCycles, BotWTG;
@ -88,6 +88,26 @@ enum
static bool waitingforspawn[MAXPLAYERS]; static bool waitingforspawn[MAXPLAYERS];
DCajunMaster::DCajunMaster()
{
firstthing = NULL;
body1 = NULL;
body2 = NULL;
getspawned = NULL;
memset(botingame, 0, sizeof(botingame));
freeze = false;
changefreeze = false;
botnum = 0;
botinfo = NULL;
spawn_tries = 0;
wanted_botnum = NULL;
m_Thinking = false;
ctf = false;
loaded_bots = 0;
t_join = 0;
observer = false;
}
DCajunMaster::~DCajunMaster() DCajunMaster::~DCajunMaster()
{ {
ForgetBots(); ForgetBots();
@ -218,7 +238,10 @@ void DCajunMaster::End ()
if (getspawned) if (getspawned)
getspawned->FlushArgs (); getspawned->FlushArgs ();
else else
{
getspawned = new DArgs; getspawned = new DArgs;
GC::WriteBarrier(this, getspawned);
}
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
if (playeringame[i] && players[i].isbot) if (playeringame[i] && players[i].isbot)
@ -509,7 +532,7 @@ bool DCajunMaster::LoadBots ()
FString tmp; FString tmp;
bool gotteam = false; bool gotteam = false;
bglobal.ForgetBots (); bglobal->ForgetBots ();
#ifndef unix #ifndef unix
tmp = progdir; tmp = progdir;
tmp += "zcajun/" BOTFILENAME; tmp += "zcajun/" BOTFILENAME;
@ -639,12 +662,12 @@ bool DCajunMaster::LoadBots ()
appendinfo (newinfo->info, "team"); appendinfo (newinfo->info, "team");
appendinfo (newinfo->info, "255"); appendinfo (newinfo->info, "255");
} }
newinfo->next = bglobal.botinfo; newinfo->next = bglobal->botinfo;
newinfo->lastteam = TEAM_None; newinfo->lastteam = TEAM_None;
bglobal.botinfo = newinfo; bglobal->botinfo = newinfo;
bglobal.loaded_bots++; bglobal->loaded_bots++;
} }
Printf ("%d bots read from %s\n", bglobal.loaded_bots, BOTFILENAME); Printf ("%d bots read from %s\n", bglobal->loaded_bots, BOTFILENAME);
return true; return true;
} }

View file

@ -329,7 +329,7 @@ void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
} }
int weapgiveammo = (alwaysapplydmflags || deathmatch) && !(dmflags & DF_WEAPONS_STAY); int weapgiveammo = (alwaysapplydmflags || deathmatch) && !(dmflags & DF_WEAPONS_STAY);
//if(pos && !bglobal.thingvis[pos->id][item->id]) continue; //if(pos && !bglobal->thingvis[pos->id][item->id]) continue;
// if (item->IsKindOf (RUNTIME_CLASS(AArtifact))) // if (item->IsKindOf (RUNTIME_CLASS(AArtifact)))
// return; // don't know how to use artifacts // return; // don't know how to use artifacts
if (item->IsKindOf (RUNTIME_CLASS(AWeapon))) if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))

View file

@ -718,7 +718,7 @@ void D_Display ()
void D_ErrorCleanup () void D_ErrorCleanup ()
{ {
screen->Unlock (); screen->Unlock ();
bglobal.RemoveAllBots (true); bglobal->RemoveAllBots (true);
D_QuitNetGame (); D_QuitNetGame ();
if (demorecording || demoplayback) if (demorecording || demoplayback)
G_CheckDemoStatus (); G_CheckDemoStatus ();
@ -772,7 +772,7 @@ void D_DoomLoop ()
players[i].savedpitch = players[i].mo->pitch; players[i].savedpitch = players[i].mo->pitch;
} }
} }
bglobal.Main (maketic%BACKUPTICS); bglobal->Main (maketic%BACKUPTICS);
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
if (playeringame[i] && players[i].isbot && players[i].mo) if (playeringame[i] && players[i].isbot && players[i].mo)
@ -2433,16 +2433,17 @@ void D_DoomMain (void)
} }
//Added by MC: //Added by MC:
bglobal.getspawned = Args->GatherFiles ("-bots", "", false); bglobal->getspawned = Args->GatherFiles ("-bots", "", false);
if (bglobal.getspawned->NumArgs() == 0) if (bglobal->getspawned->NumArgs() == 0)
{ {
bglobal.getspawned->Destroy(); bglobal->getspawned->Destroy();
bglobal.getspawned = NULL; bglobal->getspawned = NULL;
} }
else else
{ {
bglobal.spawn_tries = 0; GC::WriteBarrier(bglobal, bglobal->getspawned);
bglobal.wanted_botnum = bglobal.getspawned->NumArgs(); bglobal->spawn_tries = 0;
bglobal->wanted_botnum = bglobal->getspawned->NumArgs();
} }
Printf ("M_Init: Init miscellaneous info.\n"); Printf ("M_Init: Init miscellaneous info.\n");

View file

@ -641,7 +641,7 @@ void PlayerIsGone (int netnode, int netconsole)
FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, netconsole); FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, netconsole);
if (netconsole == Net_Arbitrator) if (netconsole == Net_Arbitrator)
{ {
bglobal.RemoveAllBots (true); bglobal->RemoveAllBots (true);
Printf ("Removed all bots\n"); Printf ("Removed all bots\n");
// Pick a new network arbitrator // Pick a new network arbitrator
@ -966,7 +966,7 @@ void NetUpdate (void)
if (maketic % ticdup == 0) if (maketic % ticdup == 0)
{ {
//Added by MC: For some of that bot stuff. The main bot function. //Added by MC: For some of that bot stuff. The main bot function.
bglobal.Main ((maketic / ticdup) % BACKUPTICS); bglobal->Main ((maketic / ticdup) % BACKUPTICS);
} }
maketic++; maketic++;
@ -2048,12 +2048,12 @@ void Net_DoCommand (int type, BYTE **stream, int player)
case DEM_ADDBOT: case DEM_ADDBOT:
{ {
BYTE num = ReadByte (stream); BYTE num = ReadByte (stream);
bglobal.DoAddBot (num, s = ReadString (stream)); bglobal->DoAddBot (num, s = ReadString (stream));
} }
break; break;
case DEM_KILLBOTS: case DEM_KILLBOTS:
bglobal.RemoveAllBots (true); bglobal->RemoveAllBots (true);
Printf ("Removed all bots\n"); Printf ("Removed all bots\n");
break; break;

View file

@ -1135,7 +1135,7 @@ void DDecalFader::Tick ()
} }
else else
{ {
if (level.maptime < TimeToStartDecay || bglobal.freeze) if (level.maptime < TimeToStartDecay || bglobal->freeze)
{ {
return; return;
} }
@ -1218,7 +1218,7 @@ void DDecalStretcher::Tick ()
Destroy (); Destroy ();
return; return;
} }
if (level.maptime < TimeToStart || bglobal.freeze) if (level.maptime < TimeToStart || bglobal->freeze)
{ {
return; return;
} }
@ -1287,7 +1287,7 @@ void DDecalSlider::Tick ()
Destroy (); Destroy ();
return; return;
} }
if (level.maptime < TimeToStart || bglobal.freeze) if (level.maptime < TimeToStart || bglobal->freeze)
{ {
return; return;
} }
@ -1353,7 +1353,7 @@ void DDecalColorer::Tick ()
} }
else else
{ {
if (level.maptime < TimeToStartDecay || bglobal.freeze) if (level.maptime < TimeToStartDecay || bglobal->freeze)
{ {
return; return;
} }

View file

@ -312,8 +312,7 @@ static void MarkRoot()
} }
Mark(SectorMarker); Mark(SectorMarker);
{ // Silly bots { // Silly bots
DObject *foo = &bglobal; Mark(bglobal);
Mark(foo);
} }
// Add soft roots // Add soft roots
if (SoftRoots != NULL) if (SoftRoots != NULL)

View file

@ -1218,8 +1218,8 @@ void G_PlayerReborn (int player)
} }
//Added by MC: Init bot structure. //Added by MC: Init bot structure.
if (bglobal.botingame[player]) if (bglobal->botingame[player])
bglobal.CleanBotstuff (p); bglobal->CleanBotstuff (p);
else else
p->isbot = false; p->isbot = false;
@ -1764,7 +1764,7 @@ void G_DoLoadGame ()
// Read intermission data for hubs // Read intermission data for hubs
G_ReadHubInfo(png); G_ReadHubInfo(png);
bglobal.RemoveAllBots (true); bglobal->RemoveAllBots (true);
text = M_GetPNGText (png, "Important CVARs"); text = M_GetPNGText (png, "Important CVARs");
if (text != NULL) if (text != NULL)

View file

@ -1693,7 +1693,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
//Added by MC: Initialize bots. //Added by MC: Initialize bots.
if (!deathmatch) if (!deathmatch)
{ {
bglobal.Init (); bglobal->Init ();
} }
if (mapname != level.mapname) if (mapname != level.mapname)
@ -1761,7 +1761,7 @@ void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int ne
gameaction = ga_completed; gameaction = ga_completed;
resetinventory = resetinv; resetinventory = resetinv;
bglobal.End(); //Added by MC: bglobal->End(); //Added by MC:
// [RH] Give scripts a chance to do something // [RH] Give scripts a chance to do something
unloading = true; unloading = true;
@ -2109,7 +2109,7 @@ void G_DoLoadLevel (int position, bool autosave)
//Added by MC: Initialize bots. //Added by MC: Initialize bots.
if (deathmatch) if (deathmatch)
{ {
bglobal.Init (); bglobal->Init ();
} }
if (timingdemo) if (timingdemo)

View file

@ -403,8 +403,8 @@ void cht_DoCheat (player_t *player, int cheat)
break; break;
case CHT_FREEZE: case CHT_FREEZE:
bglobal.changefreeze ^= 1; bglobal->changefreeze ^= 1;
if (bglobal.freeze ^ bglobal.changefreeze) if (bglobal->freeze ^ bglobal->changefreeze)
{ {
msg = "Freeze mode on"; msg = "Freeze mode on";
} }

View file

@ -561,10 +561,10 @@ void AActor::Die (AActor *source, AActor *inflictor)
player->respawn_time = level.time + TICRATE; player->respawn_time = level.time + TICRATE;
//Added by MC: Respawn bots //Added by MC: Respawn bots
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback) if (bglobal->botnum && consoleplayer == Net_Arbitrator && !demoplayback)
{ {
if (player->isbot) 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. //Added by MC: Discard enemies.
for (int i = 0; i < MAXPLAYERS; i++) for (int i = 0; i < MAXPLAYERS; i++)

View file

@ -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 (thing->player && thing->player->isbot && thing->flags & MF_SHOOTABLE)
{ {
if (tmsector != thing->Sector if (tmsector != thing->Sector
&& bglobal.IsDangerous (tmsector)) && bglobal->IsDangerous (tmsector))
{ {
thing->player->prev = thing->player->dest; thing->player->prev = thing->player->dest;
thing->player->dest = NULL; thing->player->dest = NULL;

View file

@ -2558,7 +2558,7 @@ void AActor::Tick ()
} }
//Added by MC: Freeze mode. //Added by MC: Freeze mode.
if (bglobal.freeze && !(player && !player->isbot)) if (bglobal->freeze && !(player && !player->isbot))
{ {
return; 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)) (flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER))
{ {
clock (BotSupportCycles); clock (BotSupportCycles);
bglobal.m_Thinking = true; bglobal->m_Thinking = true;
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
if (!playeringame[i] || !players[i].isbot) if (!playeringame[i] || !players[i].isbot)
@ -2661,7 +2661,7 @@ void AActor::Tick ()
else if (flags & MF_SPECIAL) else if (flags & MF_SPECIAL)
{ //Item pickup time { //Item pickup time
//clock (BotWTG); //clock (BotWTG);
bglobal.WhatToGet (players[i].mo, this); bglobal->WhatToGet (players[i].mo, this);
//unclock (BotWTG); //unclock (BotWTG);
BotWTG++; BotWTG++;
} }
@ -2669,12 +2669,12 @@ void AActor::Tick ()
{ {
if (!players[i].missile && (flags3 & MF3_WARNBOT)) if (!players[i].missile && (flags3 & MF3_WARNBOT))
{ //warn for incoming missiles. { //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; players[i].missile = this;
} }
} }
} }
bglobal.m_Thinking = false; bglobal->m_Thinking = false;
unclock (BotSupportCycles); 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->z = actor->PrevZ = iz;
actor->picnum = 0xffff; 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) if (actor->isFast() && actor->flags3 & MF3_ISMONSTER)
actor->reactiontime = 0; actor->reactiontime = 0;

View file

@ -230,7 +230,7 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
if (dst->isbot) if (dst->isbot)
{ {
botinfo_t *thebot = bglobal.botinfo; botinfo_t *thebot = bglobal->botinfo;
while (thebot && stricmp (name, thebot->name)) while (thebot && stricmp (name, thebot->name))
{ {
thebot = thebot->next; thebot = thebot->next;
@ -239,8 +239,8 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
{ {
thebot->inuse = true; thebot->inuse = true;
} }
bglobal.botnum++; bglobal->botnum++;
bglobal.botingame[dst - players] = true; bglobal->botingame[dst - players] = true;
} }
else else
{ {

View file

@ -496,7 +496,7 @@ sightcounts[0]++;
// Cannot see an invisible object // Cannot see an invisible object
if ((flags & 1) == 0 && ((t2->renderflags & RF_INVISIBLE) || !t2->RenderStyle.IsVisible(t2->alpha))) if ((flags & 1) == 0 && ((t2->renderflags & RF_INVISIBLE) || !t2->RenderStyle.IsVisible(t2->alpha)))
{ // small chance of an attack being made anyway { // 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; res = false;
goto done; goto done;

View file

@ -78,10 +78,10 @@ void P_Ticker (void)
// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer(). // [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
if ((level.time & 3) == 0) if ((level.time & 3) == 0)
{ {
if (bglobal.changefreeze) if (bglobal->changefreeze)
{ {
bglobal.freeze ^= 1; bglobal->freeze ^= 1;
bglobal.changefreeze = 0; 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. // Since things will be moving, it's okay to interpolate them in the renderer.
r_NoInterpolate = false; r_NoInterpolate = false;
if (!bglobal.freeze && !(level.flags & LEVEL_FROZEN)) if (!bglobal->freeze && !(level.flags & LEVEL_FROZEN))
{ {
P_ThinkParticles (); // [RH] make the particles think P_ThinkParticles (); // [RH] make the particles think
} }
@ -110,14 +110,14 @@ void P_Ticker (void)
for (i = 0; i<MAXPLAYERS; i++) for (i = 0; i<MAXPLAYERS; i++)
if (playeringame[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]); P_PlayerThink (&players[i]);
level.Tick (); // [RH] let the level tick level.Tick (); // [RH] let the level tick
DThinker::RunThinkers (); DThinker::RunThinkers ();
//if added by MC: Freeze mode. //if added by MC: Freeze mode.
if (!bglobal.freeze && !(level.flags & LEVEL_FROZEN)) if (!bglobal->freeze && !(level.flags & LEVEL_FROZEN))
{ {
P_UpdateSpecials (); P_UpdateSpecials ();
P_RunEffects (); // [RH] Run particle effects P_RunEffects (); // [RH] Run particle effects

View file

@ -132,6 +132,7 @@ void STACK_ARGS call_terms ()
static void FinalGC() static void FinalGC()
{ {
Args = NULL; Args = NULL;
bglobal = NULL;
GC::FullGC(); GC::FullGC();
} }

View file

@ -1039,7 +1039,7 @@ void WI_End ()
//Added by mc //Added by mc
if (deathmatch) if (deathmatch)
{ {
bglobal.RemoveAllBots (consoleplayer != Net_Arbitrator); bglobal->RemoveAllBots (consoleplayer != Net_Arbitrator);
} }
} }