This appears to be the only case where an actor was set to a state owned by a completely unrelated actor which would present some problems with state owner checking in AActor::SetState, so let's better get rid of it ASAP.
I believe the only reason this wasn't changed when all actors were exported 8 years ago was that old binary DEHSUPP lump.
This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx.
This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem.
Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table.
The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions.
- refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility.
- let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests.
- the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
Now even in DECORATE it is possible to report most cases in which user variables are accessed from non-item states as an error. This will report all states which can be traced by a direct link from a special state label. It will not find states that only get used via A_Jump etc.
- since we now look for fields in the base class first the restriction check is no longer needed as it was for a different mode of looking up the identifier.
- In DECORATE we do not need to bother with non-action functions. Non-action functions cannot be defined from DECORATE so there's no need to check if we are in one.
- make the warning for unsafe access a debug message because this can affect legitimate code.
- Replaced GTK/OS X (note different from Cocoa) clipboard code with SDL clipboard API.
- Removed requirement to link to GTK in order to compile with GTK support.
- GTK is no longer init'd if the GTK IWAD picker is not used.
- Our usage of GTK is such that the dynamic loader can work with both GTK2 and GTK3 depending on what's installed.
- Since we're accumulating a lot of library loaders I've built a generic interface as FModule which replaces TOptWin32Proc and the loaders in the OpenAL and Fluidsynth code.
- fixed creation of direct function invocations on a state line. In order to receive the implicit arguments this needs to be wrapped into a compound statement so that the local variable getter works.
The proper setup for such classes was only done in CreateDerivedClass, but not in FindClassTentative itself. This extends CreateDerivedClass to allow it to create a class without fully initializing it.
- removed AMinotaurFriend::IsOkayToAttack. The condition it checks (i.e. friendliness with player) is already covered by the base version of this function so this is quite redundant.
- removed a few 'virtual' qualifiers from functions that never get overridden.
- If con_numnotify < 0, then there is no limit on the number of lines of
text.
- If con_numnotify == 0, then any text that would normally be shown in the
notification area is discarded.
- If con_numnotify > 0, then that is the maximum number of lines of
notification text to display.