Fixed potential crash caused by A_Warp()

ACSF_Warp case was refactored to express its intention clearly
http://forum.zdoom.org/viewtopic.php?f=2&t=53734
This commit is contained in:
alexey.lysiuk 2016-10-08 18:36:34 +03:00 committed by Christoph Oelckers
parent 9a72ef1bf1
commit a771a3edd4

View file

@ -5821,43 +5821,54 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
// [ZK] A_Warp in ACS
case ACSF_Warp:
{
int tid_dest = args[0];
int xofs = args[1];
int yofs = args[2];
int zofs = args[3];
int angle = args[4];
int flags = args[5];
const char *statename = argCount > 6 ? FBehavior::StaticLookupString(args[6]) : "";
bool exact = argCount > 7 ? !!args[7] : false;
int heightoffset = argCount > 8 ? args[8] : 0;
int radiusoffset = argCount > 9 ? args[9] : 0;
int pitch = argCount > 10 ? args[10] : 0;
FState *state = argCount > 6 ? activator->GetClass()->FindStateByString(statename, exact) : 0;
AActor *reference;
if((flags & WARPF_USEPTR) && tid_dest != AAPTR_DEFAULT)
if (nullptr == activator)
{
reference = COPY_AAPTR(activator, tid_dest);
}
else
{
reference = SingleActorFromTID(tid_dest, activator);
}
// If there is no activator or actor to warp to, fail.
if (activator == NULL || !reference)
return false;
if (P_Thing_Warp(activator, reference, ACSToDouble(xofs), ACSToDouble(yofs), ACSToDouble(zofs), ACSToAngle(angle), flags, ACSToDouble(heightoffset), ACSToDouble(radiusoffset), ACSToAngle(pitch)))
{
if (state && argCount > 6)
{
activator->SetState(state);
}
return true;
}
return false;
const int dest = args[0];
const int flags = args[5];
AActor* const reference = ((flags & WARPF_USEPTR) && (AAPTR_DEFAULT != dest))
? COPY_AAPTR(activator, dest)
: SingleActorFromTID(dest, activator);
if (nullptr == reference)
{
// there is no actor to warp to
return false;
}
const double xofs = ACSToDouble(args[1]);
const double yofs = ACSToDouble(args[2]);
const double zofs = ACSToDouble(args[3]);
const DAngle angle = ACSToAngle(args[4]);
const double heightoffset = argCount > 8 ? ACSToDouble(args[8]) : 0.0;
const double radiusoffset = argCount > 9 ? ACSToDouble(args[9]) : 0.0;
const DAngle pitch = ACSToAngle(argCount > 10 ? args[10] : 0);
if (!P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
{
return false;
}
if (argCount > 6)
{
const char* const statename = FBehavior::StaticLookupString(args[6]);
if (nullptr != statename)
{
const bool exact = argCount > 7 && !!args[7];
FState* const state = activator->GetClass()->FindStateByString(statename, exact);
if (nullptr != state)
{
activator->SetState(state);
}
}
}
return true;
}
case ACSF_GetMaxInventory:
actor = SingleActorFromTID(args[0], activator);