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https://github.com/ZDoom/gzdoom.git
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69291b9cf9
I wish I had realized this the last time it came up - it would have saved me a lot of trouble. But as it turns out, the more recent travelling code makes all of this completely unnecessary, working perfectly fine with deleting the player pawns along with the rest of the thinkers before loading the stored ones from the savegame (and getting rid of those in G_FinishTravel.) And with a sane savegame format that does not depend on side effects from how the thinker serializing handled linking into the lists the old code was even harmful, leaving voodoo dolls behind. I had the exact same effect when I tried to reshuffle some things for reliably restoring portals, but did not make the connection to interference between two mutually incompatible player travelling mechanisms that just worked by sheer happenstance with the original order of things.
529 lines
12 KiB
C++
529 lines
12 KiB
C++
/*
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** dthinker.cpp
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** Implements the base class for almost anything in a level that might think
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "dthinker.h"
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#include "stats.h"
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#include "p_local.h"
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#include "statnums.h"
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#include "i_system.h"
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#include "doomerrors.h"
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#include "serializer.h"
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#include "d_player.h"
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static cycle_t ThinkCycles;
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extern cycle_t BotSupportCycles;
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extern cycle_t ActionCycles;
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extern int BotWTG;
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IMPLEMENT_CLASS (DThinker)
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DThinker *NextToThink;
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FThinkerList DThinker::Thinkers[MAX_STATNUM+2];
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FThinkerList DThinker::FreshThinkers[MAX_STATNUM+1];
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bool DThinker::bSerialOverride = false;
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void FThinkerList::AddTail(DThinker *thinker)
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{
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assert(thinker->PrevThinker == NULL && thinker->NextThinker == NULL);
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assert(!(thinker->ObjectFlags & OF_EuthanizeMe));
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if (Sentinel == NULL)
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{
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Sentinel = new DThinker(DThinker::NO_LINK);
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Sentinel->ObjectFlags |= OF_Sentinel;
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Sentinel->NextThinker = Sentinel;
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Sentinel->PrevThinker = Sentinel;
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GC::WriteBarrier(Sentinel);
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}
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DThinker *tail = Sentinel->PrevThinker;
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assert(tail->NextThinker == Sentinel);
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thinker->PrevThinker = tail;
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thinker->NextThinker = Sentinel;
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tail->NextThinker = thinker;
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Sentinel->PrevThinker = thinker;
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GC::WriteBarrier(thinker, tail);
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GC::WriteBarrier(thinker, Sentinel);
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GC::WriteBarrier(tail, thinker);
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GC::WriteBarrier(Sentinel, thinker);
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}
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DThinker *FThinkerList::GetHead() const
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{
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if (Sentinel == NULL || Sentinel->NextThinker == Sentinel)
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{
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return NULL;
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}
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assert(Sentinel->NextThinker->PrevThinker == Sentinel);
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return Sentinel->NextThinker;
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}
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DThinker *FThinkerList::GetTail() const
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{
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if (Sentinel == NULL || Sentinel->PrevThinker == Sentinel)
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{
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return NULL;
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}
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return Sentinel->PrevThinker;
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}
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bool FThinkerList::IsEmpty() const
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{
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return Sentinel == NULL || Sentinel->NextThinker == NULL;
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}
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void DThinker::SaveList(FSerializer &arc, DThinker *node)
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{
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if (node != NULL)
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{
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while (!(node->ObjectFlags & OF_Sentinel))
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{
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assert(node->NextThinker != NULL && !(node->NextThinker->ObjectFlags & OF_EuthanizeMe));
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::Serialize<DThinker>(arc, nullptr, node, nullptr);
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node = node->NextThinker;
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DThinker::SerializeThinkers(FSerializer &arc, bool hubLoad)
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{
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//DThinker *thinker;
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//BYTE stat;
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//int statcount;
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int i;
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if (arc.isWriting())
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{
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arc.BeginArray("thinkers");
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for (i = 0; i <= MAX_STATNUM; i++)
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{
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arc.BeginArray(nullptr);
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SaveList(arc, Thinkers[i].GetHead());
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SaveList(arc, FreshThinkers[i].GetHead());
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arc.EndArray();
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}
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arc.EndArray();
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}
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else
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{
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if (arc.BeginArray("thinkers"))
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{
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for (i = 0; i <= MAX_STATNUM; i++)
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{
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if (arc.BeginArray(nullptr))
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{
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int size = arc.ArraySize();
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for (int j = 0; j < size; j++)
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{
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DThinker *thinker;
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arc(nullptr, thinker);
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if (thinker != nullptr)
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{
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// This may be a player stored in their ancillary list. Remove
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// them first before inserting them into the new list.
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if (thinker->NextThinker != nullptr)
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{
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thinker->Remove();
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}
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// Thinkers with the OF_JustSpawned flag set go in the FreshThinkers
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// list. Anything else goes in the regular Thinkers list.
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if (thinker->ObjectFlags & OF_EuthanizeMe)
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{
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// This thinker was destroyed during the loading process. Do
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// not link it into any list.
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}
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else if (thinker->ObjectFlags & OF_JustSpawned)
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{
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FreshThinkers[i].AddTail(thinker);
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thinker->PostSerialize();
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}
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else
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{
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Thinkers[i].AddTail(thinker);
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thinker->PostSerialize();
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}
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}
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}
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arc.EndArray();
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}
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}
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arc.EndArray();
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DThinker::DThinker (int statnum) throw()
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{
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NextThinker = NULL;
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PrevThinker = NULL;
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if (bSerialOverride)
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{ // The serializer will insert us into the right list
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return;
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}
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ObjectFlags |= OF_JustSpawned;
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if ((unsigned)statnum > MAX_STATNUM)
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{
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statnum = MAX_STATNUM;
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}
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FreshThinkers[statnum].AddTail (this);
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}
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DThinker::DThinker(no_link_type foo) throw()
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{
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foo; // Avoid unused argument warnings.
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}
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DThinker::~DThinker ()
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{
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assert(NextThinker == NULL && PrevThinker == NULL);
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}
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void DThinker::Destroy ()
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{
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assert((NextThinker != NULL && PrevThinker != NULL) ||
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(NextThinker == NULL && PrevThinker == NULL));
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if (NextThinker != NULL)
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{
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Remove();
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}
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Super::Destroy();
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}
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void DThinker::Remove()
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{
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if (this == NextToThink)
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{
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NextToThink = NextThinker;
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}
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DThinker *prev = PrevThinker;
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DThinker *next = NextThinker;
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assert(prev != NULL && next != NULL);
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assert((ObjectFlags & OF_Sentinel) || (prev != this && next != this));
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assert(prev->NextThinker == this);
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assert(next->PrevThinker == this);
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prev->NextThinker = next;
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next->PrevThinker = prev;
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GC::WriteBarrier(prev, next);
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GC::WriteBarrier(next, prev);
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NextThinker = NULL;
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PrevThinker = NULL;
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}
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void DThinker::PostBeginPlay ()
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{
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}
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void DThinker::PostSerialize()
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{
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}
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DThinker *DThinker::FirstThinker (int statnum)
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{
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DThinker *node;
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if ((unsigned)statnum > MAX_STATNUM)
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{
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statnum = MAX_STATNUM;
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}
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node = Thinkers[statnum].GetHead();
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if (node == NULL)
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{
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node = FreshThinkers[statnum].GetHead();
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if (node == NULL)
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{
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return NULL;
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}
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}
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return node;
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}
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void DThinker::ChangeStatNum (int statnum)
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{
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FThinkerList *list;
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// This thinker should already be in a list; verify that.
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assert(NextThinker != NULL && PrevThinker != NULL);
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if ((unsigned)statnum > MAX_STATNUM)
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{
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statnum = MAX_STATNUM;
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}
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Remove();
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if ((ObjectFlags & OF_JustSpawned) && statnum >= STAT_FIRST_THINKING)
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{
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list = &FreshThinkers[statnum];
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}
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else
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{
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list = &Thinkers[statnum];
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}
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list->AddTail(this);
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}
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// Mark the first thinker of each list
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void DThinker::MarkRoots()
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{
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for (int i = 0; i <= MAX_STATNUM; ++i)
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{
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GC::Mark(Thinkers[i].Sentinel);
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GC::Mark(FreshThinkers[i].Sentinel);
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}
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GC::Mark(Thinkers[MAX_STATNUM+1].Sentinel);
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}
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// Destroy every thinker
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void DThinker::DestroyAllThinkers ()
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{
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int i;
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for (i = 0; i <= MAX_STATNUM; i++)
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{
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if (i != STAT_TRAVELLING)
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{
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DestroyThinkersInList (Thinkers[i]);
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DestroyThinkersInList (FreshThinkers[i]);
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}
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}
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DestroyThinkersInList (Thinkers[MAX_STATNUM+1]);
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GC::FullGC();
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}
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void DThinker::DestroyThinkersInList (FThinkerList &list)
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{
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if (list.Sentinel != NULL)
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{
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for (DThinker *node = list.Sentinel->NextThinker; node != list.Sentinel; node = list.Sentinel->NextThinker)
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{
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assert(node != NULL);
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node->Destroy();
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}
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list.Sentinel->Destroy();
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list.Sentinel = NULL;
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}
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}
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void DThinker::RunThinkers ()
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{
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int i, count;
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ThinkCycles.Reset();
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BotSupportCycles.Reset();
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ActionCycles.Reset();
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BotWTG = 0;
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ThinkCycles.Clock();
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// Tick every thinker left from last time
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for (i = STAT_FIRST_THINKING; i <= MAX_STATNUM; ++i)
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{
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TickThinkers (&Thinkers[i], NULL);
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}
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// Keep ticking the fresh thinkers until there are no new ones.
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do
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{
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count = 0;
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for (i = STAT_FIRST_THINKING; i <= MAX_STATNUM; ++i)
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{
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count += TickThinkers (&FreshThinkers[i], &Thinkers[i]);
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}
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} while (count != 0);
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ThinkCycles.Unclock();
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}
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int DThinker::TickThinkers (FThinkerList *list, FThinkerList *dest)
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{
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int count = 0;
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DThinker *node = list->GetHead();
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if (node == NULL)
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{
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return 0;
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}
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while (node != list->Sentinel)
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{
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++count;
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NextToThink = node->NextThinker;
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if (node->ObjectFlags & OF_JustSpawned)
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{
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// Leave OF_JustSpawn set until after Tick() so the ticker can check it.
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if (dest != NULL)
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{ // Move thinker from this list to the destination list
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node->Remove();
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dest->AddTail(node);
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}
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node->PostBeginPlay();
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}
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else if (dest != NULL)
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{
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I_Error("There is a thinker in the fresh list that has already ticked.\n");
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}
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if (!(node->ObjectFlags & OF_EuthanizeMe))
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{ // Only tick thinkers not scheduled for destruction
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node->Tick();
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node->ObjectFlags &= ~OF_JustSpawned;
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GC::CheckGC();
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}
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node = NextToThink;
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}
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return count;
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}
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void DThinker::Tick ()
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{
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}
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size_t DThinker::PropagateMark()
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{
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// Do not choke on partially initialized objects (as happens when loading a savegame fails)
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if (NextThinker != nullptr || PrevThinker != nullptr)
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{
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assert(NextThinker != nullptr && !(NextThinker->ObjectFlags & OF_EuthanizeMe));
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assert(PrevThinker != nullptr && !(PrevThinker->ObjectFlags & OF_EuthanizeMe));
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}
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GC::Mark(NextThinker);
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GC::Mark(PrevThinker);
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return Super::PropagateMark();
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}
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FThinkerIterator::FThinkerIterator (const PClass *type, int statnum)
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{
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if ((unsigned)statnum > MAX_STATNUM)
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{
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m_Stat = STAT_FIRST_THINKING;
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m_SearchStats = true;
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}
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else
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{
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m_Stat = statnum;
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m_SearchStats = false;
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}
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m_ParentType = type;
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m_CurrThinker = DThinker::Thinkers[m_Stat].GetHead();
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m_SearchingFresh = false;
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}
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FThinkerIterator::FThinkerIterator (const PClass *type, int statnum, DThinker *prev)
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{
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if ((unsigned)statnum > MAX_STATNUM)
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{
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m_Stat = STAT_FIRST_THINKING;
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m_SearchStats = true;
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}
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else
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{
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m_Stat = statnum;
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m_SearchStats = false;
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}
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m_ParentType = type;
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if (prev == NULL || (prev->NextThinker->ObjectFlags & OF_Sentinel))
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{
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Reinit();
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}
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else
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{
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m_CurrThinker = prev->NextThinker;
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m_SearchingFresh = false;
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}
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}
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void FThinkerIterator::Reinit ()
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{
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m_CurrThinker = DThinker::Thinkers[m_Stat].GetHead();
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m_SearchingFresh = false;
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}
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DThinker *FThinkerIterator::Next ()
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{
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if (m_ParentType == NULL)
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{
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return NULL;
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}
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do
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{
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do
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{
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if (m_CurrThinker != NULL)
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{
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while (!(m_CurrThinker->ObjectFlags & OF_Sentinel))
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{
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DThinker *thinker = m_CurrThinker;
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m_CurrThinker = thinker->NextThinker;
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if (thinker->IsKindOf(m_ParentType))
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{
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return thinker;
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}
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}
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}
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if ((m_SearchingFresh = !m_SearchingFresh))
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{
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m_CurrThinker = DThinker::FreshThinkers[m_Stat].GetHead();
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}
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} while (m_SearchingFresh);
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if (m_SearchStats)
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{
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m_Stat++;
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if (m_Stat > MAX_STATNUM)
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{
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m_Stat = STAT_FIRST_THINKING;
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}
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}
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m_CurrThinker = DThinker::Thinkers[m_Stat].GetHead();
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m_SearchingFresh = false;
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} while (m_SearchStats && m_Stat != STAT_FIRST_THINKING);
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return NULL;
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}
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ADD_STAT (think)
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{
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FString out;
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out.Format ("Think time = %04.2f ms, Action = %04.2f ms", ThinkCycles.TimeMS(), ActionCycles.TimeMS());
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return out;
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}
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