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- Re-jigged DoJump() to not be recursive so that 0-tic A_Jump* loops are no longer
able to potentially blow up the stack. SVN r3902 (scripting)
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3 changed files with 19 additions and 1 deletions
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@ -205,6 +205,7 @@ enum EObjectFlags
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OF_JustSpawned = 1 << 8, // Thinker was spawned this tic
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OF_SerialSuccess = 1 << 9, // For debugging Serialize() calls
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OF_Sentinel = 1 << 10, // Object is serving as the sentinel in a ring list
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OF_StateChanged = 1 << 11, // Used by A_Jump* functions to feed back to SetState()
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};
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template<class T> class TObjPtr;
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@ -482,7 +482,16 @@ bool AActor::SetState (FState *newstate, bool nofunction)
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{
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// Check whether the called action function resulted in destroying the actor
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if (ObjectFlags & OF_EuthanizeMe)
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{
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return false;
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}
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if (ObjectFlags & OF_StateChanged)
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{ // The action was an A_Jump-style function that wants to change the next state.
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ObjectFlags &= ~OF_StateChanged;
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newstate = state;
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tics = 0; // make sure we loop and set the new state properly
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continue;
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}
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}
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newstate = newstate->GetNextState();
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} while (tics == 0);
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@ -610,7 +610,15 @@ static void DoJump(AActor *self, AActor *stateowner, FState *callingstate, FStat
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}
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else if (callingstate == self->state)
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{
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self->SetState(jumpto);
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// Rather than using self->SetState(jumpto) to set the state,
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// set the state directly. Since this function is only called by
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// action functions, which are only called by SetState(), we
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// know that somewhere above us in the stack, a SetState()
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// call is waiting for us to return. We use the flag OF_StateChanged
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// to cause it to bypass the normal next state mechanism and use
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// the one we set here instead.
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self->state = jumpto;
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self->ObjectFlags |= OF_StateChanged;
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}
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else
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{ // something went very wrong. This should never happen.
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