mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
- fixed: Switch statement without a default jumped to the first first case label instead.
- removed placeholder code from scripted Marine.
This commit is contained in:
parent
135cfcf016
commit
3db712cd73
2 changed files with 7 additions and 9 deletions
|
@ -8250,6 +8250,7 @@ ExpEmit FxSwitchStatement::Emit(VMFunctionBuilder *build)
|
|||
}
|
||||
size_t DefaultAddress = build->Emit(OP_JMP, 0);
|
||||
TArray<size_t> BreakAddresses;
|
||||
bool defaultset = false;
|
||||
|
||||
for (auto line : Content)
|
||||
{
|
||||
|
@ -8270,6 +8271,7 @@ ExpEmit FxSwitchStatement::Emit(VMFunctionBuilder *build)
|
|||
else
|
||||
{
|
||||
build->BackpatchToHere(DefaultAddress);
|
||||
defaultset = true;
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -8290,6 +8292,7 @@ ExpEmit FxSwitchStatement::Emit(VMFunctionBuilder *build)
|
|||
{
|
||||
build->BackpatchToHere(addr);
|
||||
}
|
||||
if (!defaultset) build->BackpatchToHere(DefaultAddress);
|
||||
Content.Clear();
|
||||
Content.ShrinkToFit();
|
||||
return ExpEmit();
|
||||
|
|
|
@ -96,6 +96,7 @@ class ScriptedMarine : Actor
|
|||
PLAY F 6 BRIGHT A_M_FirePistol(1);
|
||||
PLAY A 4 A_FaceTarget;
|
||||
PLAY A 0 A_M_Refire(0, "ShootEnd");
|
||||
Goto Fireloop.Pistol;
|
||||
ShootEnd:
|
||||
PLAY A 5;
|
||||
Goto See;
|
||||
|
@ -226,18 +227,12 @@ class ScriptedMarine : Actor
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
// placeholder to make it compile for the time being.
|
||||
SpriteID GetSprite(State st)
|
||||
{
|
||||
return SpriteID(0);
|
||||
}
|
||||
|
||||
override void Tick ()
|
||||
{
|
||||
Super.Tick ();
|
||||
|
||||
// Override the standard sprite, if desired
|
||||
if (SpriteOverride != 0 && sprite == GetSprite(SpawnState))
|
||||
if (SpriteOverride != 0 && sprite == SpawnState.sprite)
|
||||
{
|
||||
sprite = SpriteOverride;
|
||||
}
|
||||
|
@ -632,14 +627,14 @@ class ScriptedMarine : Actor
|
|||
{
|
||||
if (source == null)
|
||||
{ // A valid actor class wasn't passed, so use the standard sprite
|
||||
SpriteOverride = sprite = GetSprite(SpawnState);
|
||||
SpriteOverride = sprite = SpawnState.sprite;
|
||||
// Copy the standard scaling
|
||||
Scale = Default.Scale;
|
||||
}
|
||||
else
|
||||
{ // Use the same sprite and scaling the passed class spawns with
|
||||
readonly<Actor> def = GetDefaultByType (source);
|
||||
SpriteOverride = sprite = GetSprite(def.SpawnState);
|
||||
SpriteOverride = sprite = def.SpawnState.sprite;
|
||||
Scale = def.Scale;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue