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The targeter layers now use a proper Caller
This will avoid having to check for certain stuff and also allow them to not be destroyed when the ReadyWeapon is null like before
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8244d2c844
commit
e1f139ddcd
4 changed files with 33 additions and 19 deletions
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@ -1364,9 +1364,15 @@ void APowerTargeter::EndEffect ()
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Super::EndEffect();
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if (Owner != nullptr && Owner->player != nullptr)
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{
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Owner->player->GetPSprite(PSP_TARGETCENTER)->SetState(nullptr);
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Owner->player->GetPSprite(PSP_TARGETLEFT)->SetState(nullptr);
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Owner->player->GetPSprite(PSP_TARGETRIGHT)->SetState(nullptr);
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// Calling GetPSprite here could crash if we're creating a new game.
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// This is because P_SetupLevel nulls the player's mo before destroying
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// every DThinker which in turn ends up calling this.
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// However P_SetupLevel is only called after G_NewInit which calls
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// every player's dtor which destroys all their psprites.
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DPSprite *pspr;
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if ((pspr = Owner->player->FindPSprite(PSP_TARGETCENTER)) != nullptr) pspr->SetState(nullptr);
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if ((pspr = Owner->player->FindPSprite(PSP_TARGETLEFT)) != nullptr) pspr->SetState(nullptr);
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if ((pspr = Owner->player->FindPSprite(PSP_TARGETRIGHT)) != nullptr) pspr->SetState(nullptr);
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}
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}
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@ -177,14 +177,27 @@ DPSprite *player_t::FindPSprite(int layer)
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DPSprite *player_t::GetPSprite(PSPLayers layer)
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{
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assert(ReadyWeapon != nullptr);
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AInventory *oldcaller = nullptr;
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AInventory *newcaller = nullptr;
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if (layer >= PSP_TARGETCENTER)
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{
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if (mo != nullptr)
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{
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newcaller = mo->FindInventory(RUNTIME_CLASS(APowerTargeter), true);
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}
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}
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else
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{
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newcaller = ReadyWeapon;
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}
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assert(newcaller != nullptr);
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AInventory *oldcaller;
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DPSprite *pspr = FindPSprite(layer);
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if (pspr == nullptr)
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{
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pspr = new DPSprite(this, ReadyWeapon, layer);
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oldcaller = nullptr;
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pspr = new DPSprite(this, newcaller, layer);
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}
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else
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{
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@ -193,18 +206,13 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
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// Always update the caller here in case we switched weapon
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// or if the layer was being used by an inventory item before.
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pspr->Caller = ReadyWeapon;
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pspr->Caller = newcaller;
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if (ReadyWeapon != oldcaller)
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if (newcaller != oldcaller)
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{ // Only change the flags if this layer was created now or if we updated the caller.
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if (layer != PSP_FLASH)
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{ // Only the flash layer should follow the weapon.
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pspr->Flags &= ~PSPF_ADDWEAPON;
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if (layer != PSP_WEAPON)
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{ // [RH] Don't bob the targeter.
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pspr->Flags &= ~PSPF_ADDBOB;
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}
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}
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}
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@ -279,7 +287,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
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Tics = newstate->GetTics(); // could be 0
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if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))
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{ // The targeter layers are affected by this too.
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{
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if (sv_fastweapons == 2 && ID == PSP_WEAPON)
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Tics = newstate->ActionFunc == nullptr ? 0 : 1;
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else if (sv_fastweapons == 3)
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@ -1350,7 +1358,6 @@ void DPSprite::Tick()
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Tics--;
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// [BC] Apply double firing speed.
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// This is applied to the targeter layers too.
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if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) && Tics && Owner->cheats & CF_DOUBLEFIRINGSPEED)
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Tics--;
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@ -3090,7 +3090,9 @@ void player_t::Serialize (FArchive &arc)
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<< sx << sy
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<< sprite << frame;
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if (state != nullptr && ReadyWeapon != nullptr)
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if (state != nullptr &&
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((layer < PSP_TARGETCENTER && ReadyWeapon != nullptr) ||
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(layer >= PSP_TARGETCENTER && mo->FindInventory(RUNTIME_CLASS(APowerTargeter), true))))
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{
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DPSprite *pspr;
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pspr = GetPSprite(PSPLayers(layer));
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@ -1319,8 +1319,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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if (tex->UseType == FTexture::TEX_Null)
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return;
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// The targeters aren't weapons.
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isweapon = (pspr->GetID() < PSP_TARGETCENTER && pspr->GetCaller()->IsKindOf(RUNTIME_CLASS(AWeapon)));
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isweapon = pspr->GetCaller()->IsKindOf(RUNTIME_CLASS(AWeapon));
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if (pspr->firstTic)
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{ // Can't interpolate the first tic.
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