mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 12:11:25 +00:00
- Added a NULL pointer check to A_Fire() and copied the target to a local
variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). SVN r1538 (trunk)
This commit is contained in:
parent
be9a05e32b
commit
bb9b5ebf92
3 changed files with 24 additions and 20 deletions
|
@ -1,4 +1,11 @@
|
|||
April 9, 2009 (Changes by Graf Zahl)
|
||||
April 9, 2009
|
||||
- Added a NULL pointer check to A_Fire() and copied the target to a local
|
||||
variable inside A_VileAttack() so that if P_DamageMobj() destroys the
|
||||
target, the function will still have a valid pointer to it (since reading
|
||||
it from the actor's instance data invokes the read barrier, which would
|
||||
return NULL).
|
||||
|
||||
April 9, 2009 (Changes by Graf Zahl)
|
||||
- Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their
|
||||
NOBLOCKMAP flag taken away previously to make them move with a sector.
|
||||
This should fix the performance problem Claustrophobia had with recent
|
||||
|
|
|
@ -55,7 +55,7 @@ void A_Fire(AActor *self, int height)
|
|||
angle_t an;
|
||||
|
||||
dest = self->tracer;
|
||||
if (!dest)
|
||||
if (dest == NULL || self->target == NULL)
|
||||
return;
|
||||
|
||||
// don't move it if the vile lost sight
|
||||
|
@ -103,33 +103,33 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
|
|||
//
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_VileAttack)
|
||||
{
|
||||
AActor *fire;
|
||||
AActor *fire, *target;
|
||||
int an;
|
||||
|
||||
if (!self->target)
|
||||
if (NULL == (target = self->target))
|
||||
return;
|
||||
|
||||
A_FaceTarget (self);
|
||||
|
||||
if (!P_CheckSight (self, self->target, 0) )
|
||||
if (!P_CheckSight (self, target, 0) )
|
||||
return;
|
||||
|
||||
S_Sound (self, CHAN_WEAPON, "vile/stop", 1, ATTN_NORM);
|
||||
P_DamageMobj (self->target, self, self, 20, NAME_None);
|
||||
P_TraceBleed (20, self->target);
|
||||
self->target->momz = 1000 * FRACUNIT / self->target->Mass;
|
||||
P_TraceBleed (20, target);
|
||||
P_DamageMobj (target, self, self, 20, NAME_None);
|
||||
target->momz = 1000 * FRACUNIT / target->Mass;
|
||||
|
||||
an = self->angle >> ANGLETOFINESHIFT;
|
||||
|
||||
fire = self->tracer;
|
||||
|
||||
if (!fire)
|
||||
return;
|
||||
if (fire != NULL)
|
||||
{
|
||||
// move the fire between the vile and the player
|
||||
fire->SetOrigin (target->x - FixedMul (24*FRACUNIT, finecosine[an]),
|
||||
target->y - FixedMul (24*FRACUNIT, finesine[an]),
|
||||
target->z);
|
||||
|
||||
// move the fire between the vile and the player
|
||||
fire->SetOrigin (self->target->x - FixedMul (24*FRACUNIT, finecosine[an]),
|
||||
self->target->y - FixedMul (24*FRACUNIT, finesine[an]),
|
||||
self->target->z);
|
||||
|
||||
P_RadiusAttack (fire, self, 70, 70, NAME_Fire, false);
|
||||
P_RadiusAttack (fire, self, 70, 70, NAME_Fire, false);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -643,15 +643,12 @@ bool P_CheckSight (const AActor *t1, const AActor *t2, int flags)
|
|||
|
||||
bool res;
|
||||
|
||||
#ifdef _DEBUG
|
||||
assert (t1 != NULL);
|
||||
assert (t2 != NULL);
|
||||
#else
|
||||
if (t1 == NULL || t2 == NULL)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
const sector_t *s1 = t1->Sector;
|
||||
const sector_t *s2 = t2->Sector;
|
||||
|
|
Loading…
Reference in a new issue