Cleanup old prediction fix development code

This commit is contained in:
Edward Richardson 2014-04-02 21:12:10 +13:00
parent be33d2894a
commit 546ae759fd
1 changed files with 6 additions and 19 deletions

View File

@ -2770,22 +2770,6 @@ void P_UnPredictPlayer ()
// The thinglist is just a pointer chain. We are restoring the exact same things, so we can NULL the head safely
sec->thinglist = NULL;
// [ED850] It doesn't look like I need this method. I'll keep it just incase something crops up, however.
/*for (i = PredictionSectorListBackup.Size(); i-- > 0;)
{
me = PredictionSectorListBackup[i];
prev = me->sprev;
next = me->snext;
if (prev != NULL) // prev will be NULL if this actor gets deleted due to cleaning up from a broken savegame
{
if ((*prev = next)) // unlink from sector list
next->sprev = prev;
me->snext = NULL;
me->sprev = (AActor **)(size_t)0xBeefCafe; // Woo! Bug-catching value!
}
}*/
for (i = PredictionSectorListBackup.Size(); i-- > 0;)
{
me = PredictionSectorListBackup[i];
@ -2797,15 +2781,18 @@ void P_UnPredictPlayer ()
*link = me;
}
msecnode_t *snode;
// Restore sector thinglist order
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
{
msecnode_t *snode;
// If we were already the head node, then nothing needs to change
if (PredictionSector_sprev_Backup[i] == NULL)
continue;
for (snode = PredictionTouchingSectorsBackup[i]->touching_thinglist; snode; snode = snode->m_snext)
{
// If we were already the head, none of this is needed
if (snode->m_thing == act && PredictionSector_sprev_Backup[i])
if (snode->m_thing == act)
{
if (snode->m_sprev)
snode->m_sprev->m_snext = snode->m_snext;