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- Fixed: If AInventory::SpecialDropAction returns true the item should be destroyed.
- Fixed: Building with SSE disabled triggered an error. SVN r4028 (trunk)
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2 changed files with 4 additions and 0 deletions
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@ -1116,12 +1116,14 @@ int ClassifyLineBackpatchC (node_t &node, const FSimpleVert *v1, const FSimpleVe
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#endif
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#endif
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// printf ("Patching for SSE %d @ %p %d\n", SSELevel, calleroffset, *calleroffset);
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// printf ("Patching for SSE %d @ %p %d\n", SSELevel, calleroffset, *calleroffset);
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#ifndef DISABLE_SSE
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if (CPU.bSSE2)
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if (CPU.bSSE2)
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{
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{
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func = ClassifyLineSSE2;
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func = ClassifyLineSSE2;
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diff = int((char *)ClassifyLineSSE2 - (char *)calleroffset);
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diff = int((char *)ClassifyLineSSE2 - (char *)calleroffset);
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}
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}
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else
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else
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#endif
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{
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{
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func = ClassifyLine2;
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func = ClassifyLine2;
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diff = int((char *)ClassifyLine2 - (char *)calleroffset);
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diff = int((char *)ClassifyLine2 - (char *)calleroffset);
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@ -3069,6 +3069,8 @@ AInventory *P_DropItem (AActor *source, const PClass *type, int dropamount, int
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ModifyDropAmount(inv, dropamount);
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ModifyDropAmount(inv, dropamount);
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if (inv->SpecialDropAction (source))
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if (inv->SpecialDropAction (source))
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{
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{
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// The special action indicates that the item should not spawn
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inv->Destroy();
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return NULL;
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return NULL;
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}
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}
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return inv;
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return inv;
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