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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
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1 changed files with 45 additions and 34 deletions
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@ -5821,43 +5821,54 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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// [ZK] A_Warp in ACS
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case ACSF_Warp:
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{
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int tid_dest = args[0];
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int xofs = args[1];
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int yofs = args[2];
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int zofs = args[3];
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int angle = args[4];
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int flags = args[5];
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const char *statename = argCount > 6 ? FBehavior::StaticLookupString(args[6]) : "";
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bool exact = argCount > 7 ? !!args[7] : false;
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int heightoffset = argCount > 8 ? args[8] : 0;
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int radiusoffset = argCount > 9 ? args[9] : 0;
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int pitch = argCount > 10 ? args[10] : 0;
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FState *state = argCount > 6 ? activator->GetClass()->FindStateByString(statename, exact) : 0;
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AActor *reference;
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if((flags & WARPF_USEPTR) && tid_dest != AAPTR_DEFAULT)
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if (nullptr == activator)
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{
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reference = COPY_AAPTR(activator, tid_dest);
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}
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else
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{
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reference = SingleActorFromTID(tid_dest, activator);
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}
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// If there is no activator or actor to warp to, fail.
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if (activator == NULL || !reference)
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return false;
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if (P_Thing_Warp(activator, reference, ACSToDouble(xofs), ACSToDouble(yofs), ACSToDouble(zofs), ACSToAngle(angle), flags, ACSToDouble(heightoffset), ACSToDouble(radiusoffset), ACSToAngle(pitch)))
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{
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if (state && argCount > 6)
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{
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activator->SetState(state);
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}
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return true;
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}
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return false;
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const int dest = args[0];
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const int flags = args[5];
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AActor* const reference = ((flags & WARPF_USEPTR) && (AAPTR_DEFAULT != dest))
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? COPY_AAPTR(activator, dest)
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: SingleActorFromTID(dest, activator);
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if (nullptr == reference)
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{
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// there is no actor to warp to
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return false;
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}
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const double xofs = ACSToDouble(args[1]);
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const double yofs = ACSToDouble(args[2]);
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const double zofs = ACSToDouble(args[3]);
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const DAngle angle = ACSToAngle(args[4]);
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const double heightoffset = argCount > 8 ? ACSToDouble(args[8]) : 0.0;
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const double radiusoffset = argCount > 9 ? ACSToDouble(args[9]) : 0.0;
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const DAngle pitch = ACSToAngle(argCount > 10 ? args[10] : 0);
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if (!P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
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{
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return false;
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}
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if (argCount > 6)
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{
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const char* const statename = FBehavior::StaticLookupString(args[6]);
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if (nullptr != statename)
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{
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const bool exact = argCount > 7 && !!args[7];
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FState* const state = activator->GetClass()->FindStateByString(statename, exact);
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if (nullptr != state)
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{
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activator->SetState(state);
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}
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}
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}
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return true;
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}
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case ACSF_GetMaxInventory:
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actor = SingleActorFromTID(args[0], activator);
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