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- made setting actor TID more explicit
Now it's no longer possible to manipulate TID hash from arbitrary location For example, this prevents linking of destroyed object into the hash TID member is still public but writing to it is limited to a few very specific cases like serialization and player traveling between levels https://forum.zdoom.org/viewtopic.php?t=64476
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9 changed files with 42 additions and 38 deletions
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@ -1180,12 +1180,14 @@ public:
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// ThingIDs
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void SetTID (int newTID);
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private:
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void AddToHash ();
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void RemoveFromHash ();
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private:
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static inline int TIDHASH (int key) { return key & 127; }
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public:
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static FSharedStringArena mStringPropertyData;
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private:
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@ -2400,12 +2400,11 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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if (type >= DEM_SUMMON2 && type <= DEM_SUMMONFOE2)
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{
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spawned->Angles.Yaw = source->Angles.Yaw - angle;
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spawned->tid = tid;
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spawned->special = special;
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for(i = 0; i < 5; i++) {
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spawned->args[i] = args[i];
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}
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if(tid) spawned->AddToHash();
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if(tid) spawned->SetTID(tid);
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}
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}
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}
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@ -1369,7 +1369,7 @@ void FLevelLocals::StartTravel ()
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{
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pawn->UnlinkFromWorld (nullptr);
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int tid = pawn->tid; // Save TID
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pawn->RemoveFromHash ();
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pawn->SetTID(0);
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pawn->tid = tid; // Restore TID (but no longer linked into the hash chain)
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pawn->ChangeStatNum (STAT_TRAVELLING);
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pawn->DeleteAttachedLights();
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@ -1481,7 +1481,9 @@ int FLevelLocals::FinishTravel ()
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}
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pawn->LinkToWorld (nullptr);
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pawn->ClearInterpolation();
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pawn->AddToHash ();
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const int tid = pawn->tid; // Save TID (actor isn't linked into the hash chain yet)
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pawn->tid = 0; // Reset TID
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pawn->SetTID(tid); // Set TID (and link actor into the hash chain)
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pawn->SetState(pawn->SpawnState);
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pawn->player->SendPitchLimits();
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@ -112,8 +112,7 @@ void MapLoader::TranslateTeleportThings ()
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{
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if (!Level->SectorHasTags(dest->Sector))
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{
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dest->tid = 1;
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dest->AddToHash ();
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dest->SetTID(1);
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foundSomething = true;
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}
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}
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@ -3768,8 +3768,7 @@ int DLevelScript::DoSpawn (int type, const DVector3 &pos, int tid, DAngle angle,
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if (force || P_TestMobjLocation (actor))
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{
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actor->Angles.Yaw = angle;
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actor->tid = tid;
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actor->AddToHash ();
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actor->SetTID(tid);
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if (actor->flags & MF_SPECIAL)
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actor->flags |= MF_DROPPED; // Don't respawn
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actor->flags2 = oldFlags2;
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@ -5856,8 +5855,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
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AActor *puff = P_LineAttack(activator, angle, range, pitch, damage, damagetype, pufftype, fhflags);
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if (puff != NULL && pufftid != 0)
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{
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puff->tid = pufftid;
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puff->AddToHash();
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puff->SetTID(pufftid);
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}
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}
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else
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@ -5870,8 +5868,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
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AActor *puff = P_LineAttack(source, angle, range, pitch, damage, damagetype, pufftype, fhflags);
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if (puff != NULL && pufftid != 0)
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{
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puff->tid = pufftid;
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puff->AddToHash();
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puff->SetTID(pufftid);
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}
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}
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}
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@ -6291,9 +6288,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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if ((pickedActor->tid == 0) || (flags & PICKAF_FORCETID))
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{
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pickedActor->RemoveFromHash();
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pickedActor->tid = args[4];
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pickedActor->AddToHash();
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pickedActor->SetTID(args[4]);
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}
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if (flags & PICKAF_RETURNTID)
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{
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@ -1299,11 +1299,9 @@ FUNC(LS_Thing_ChangeTID)
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{
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if (arg0 == 0)
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{
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if (it != NULL && !(it->ObjectFlags & OF_EuthanizeMe))
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if (it != nullptr)
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{
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it->RemoveFromHash ();
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it->tid = arg1;
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it->AddToHash ();
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it->SetTID(arg1);
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}
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}
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else
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@ -1317,12 +1315,7 @@ FUNC(LS_Thing_ChangeTID)
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actor = next;
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next = iterator.Next ();
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if (!(actor->ObjectFlags & OF_EuthanizeMe))
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{
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actor->RemoveFromHash ();
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actor->tid = arg1;
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actor->AddToHash ();
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}
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actor->SetTID(arg1);
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}
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}
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return true;
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@ -2906,6 +2906,8 @@ void P_NightmareRespawn (AActor *mobj)
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//
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void AActor::AddToHash ()
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{
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assert(!(ObjectFlags & OF_EuthanizeMe));
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if (tid == 0)
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{
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iprev = NULL;
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@ -2947,6 +2949,23 @@ void AActor::RemoveFromHash ()
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tid = 0;
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}
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void AActor::SetTID (int newTID)
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{
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RemoveFromHash();
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if (ObjectFlags & OF_EuthanizeMe)
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{
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// Do not assign TID and do not link actor into the hash
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// if it was already destroyed and will be freed by GC
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return;
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}
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tid = newTID;
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AddToHash();
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}
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//==========================================================================
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//
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// P_IsTIDUsed
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@ -5465,8 +5484,7 @@ AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position)
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}
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// [RH] Add ThingID to mobj and link it in with the others
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mobj->tid = mthing->thingid;
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mobj->AddToHash ();
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mobj->SetTID(mthing->thingid);
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mobj->PrevAngles.Yaw = mobj->Angles.Yaw = (double)mthing->angle;
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@ -94,8 +94,7 @@ bool FLevelLocals::EV_Thing_Spawn (int tid, AActor *source, int type, DAngle ang
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}
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if (mobj->flags & MF_SPECIAL)
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mobj->flags |= MF_DROPPED; // Don't respawn
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mobj->tid = newtid;
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mobj->AddToHash ();
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mobj->SetTID(newtid);
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mobj->flags2 = oldFlags2;
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}
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else
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@ -314,8 +313,7 @@ bool FLevelLocals::EV_Thing_Projectile (int tid, AActor *source, int type, const
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if (mobj)
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{
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mobj->tid = newtid;
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mobj->AddToHash ();
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mobj->SetTID(newtid);
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P_PlaySpawnSound(mobj, spot);
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if (gravity)
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{
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@ -911,21 +911,19 @@ DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, FindUniqueTid, P_FindUniqueTID)
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static void RemoveFromHash(AActor *self)
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{
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self->RemoveFromHash();
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self->SetTID(0);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, RemoveFromHash, RemoveFromHash)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->RemoveFromHash();
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RemoveFromHash(self);
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return 0;
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}
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static void ChangeTid(AActor *self, int tid)
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{
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self->RemoveFromHash();
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self->tid = tid;
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self->AddToHash();
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self->SetTID(tid);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, ChangeTid, ChangeTid)
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