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- fixed: When loading a savegame the player class in the userinfo needs to be updated.
- fixed: Class pointers should not be added to the list of garbage collected pointers. - fixed several warnings in the event code.
This commit is contained in:
parent
6fef653aa1
commit
d8ebbcfc08
8 changed files with 20 additions and 6 deletions
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@ -1529,6 +1529,17 @@ bool PClassPointer::isCompatible(PType *type)
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return (other != nullptr && other->ClassRestriction->IsDescendantOf(ClassRestriction));
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return (other != nullptr && other->ClassRestriction->IsDescendantOf(ClassRestriction));
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}
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}
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//==========================================================================
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//
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// PClassPointer :: SetPointer
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//
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//==========================================================================
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void PClassPointer::SetPointer(void *base, unsigned offset, TArray<size_t> *special) const
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{
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// Class pointers do not get added to FlatPointers because they are released from the GC.
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// PClassPointer :: IsMatch
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// PClassPointer :: IsMatch
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@ -401,6 +401,7 @@ public:
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bool isCompatible(PType *type);
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bool isCompatible(PType *type);
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void SetPointer(void *base, unsigned offset, TArray<size_t> *special = NULL) const override;
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virtual bool IsMatch(intptr_t id1, intptr_t id2) const;
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virtual bool IsMatch(intptr_t id1, intptr_t id2) const;
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virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const;
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virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const;
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};
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};
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@ -1365,7 +1365,7 @@ void G_FinishTravel ()
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for (int i = 0; i < pawnsnum; i++)
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for (int i = 0; i < pawnsnum; i++)
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{
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{
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// [ZZ] fire the enter hook.
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// [ZZ] fire the enter hook.
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E_PlayerEntered(pawns[i]->player - players, true);
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E_PlayerEntered(int(pawns[i]->player - players), true);
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//
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//
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FBehavior::StaticStartTypedScripts(SCRIPT_Return, pawns[i], true);
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FBehavior::StaticStartTypedScripts(SCRIPT_Return, pawns[i], true);
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}
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}
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@ -350,7 +350,7 @@ void cht_DoCheat (player_t *player, int cheat)
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// player is now alive.
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// player is now alive.
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// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
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// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
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E_PlayerRespawned(player - players);
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E_PlayerRespawned(int(player - players));
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//
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//
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FBehavior::StaticStartTypedScripts(SCRIPT_Respawn, player->mo, true);
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FBehavior::StaticStartTypedScripts(SCRIPT_Respawn, player->mo, true);
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@ -611,7 +611,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
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ClientObituary (this, inflictor, source, dmgflags);
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ClientObituary (this, inflictor, source, dmgflags);
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// [ZZ] fire player death hook
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// [ZZ] fire player death hook
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E_PlayerDied(player - players);
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E_PlayerDied(int(player - players));
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// Death script execution, care of Skull Tag
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// Death script execution, care of Skull Tag
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FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true);
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FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true);
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@ -143,7 +143,6 @@ IMPLEMENT_POINTERS_START(AActor)
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IMPLEMENT_POINTER(LastHeard)
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IMPLEMENT_POINTER(LastHeard)
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IMPLEMENT_POINTER(master)
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IMPLEMENT_POINTER(master)
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IMPLEMENT_POINTER(Poisoner)
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IMPLEMENT_POINTER(Poisoner)
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IMPLEMENT_POINTER(DamageFunc)
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IMPLEMENT_POINTER(alternative)
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IMPLEMENT_POINTER(alternative)
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IMPLEMENT_POINTERS_END
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IMPLEMENT_POINTERS_END
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@ -5513,7 +5512,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{
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{
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// [ZZ] fire non-hub ENTER event
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// [ZZ] fire non-hub ENTER event
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// level.time is a hack to make sure that we don't call it on dummy player initialization during hub return.
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// level.time is a hack to make sure that we don't call it on dummy player initialization during hub return.
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if (!level.time) E_PlayerEntered(p - players, false);
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if (!level.time) E_PlayerEntered(int(p - players), false);
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FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
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FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
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}
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}
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else if (state == PST_REBORN)
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else if (state == PST_REBORN)
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@ -832,7 +832,10 @@ void CopyPlayer(player_t *dst, player_t *src, const char *name)
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else
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else
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{
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{
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dst->userinfo.TransferFrom(uibackup);
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dst->userinfo.TransferFrom(uibackup);
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// The player class must come from the save, so that the menu reflects the currently playing one.
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dst->userinfo.PlayerClassChanged(src->mo->GetClass()->DisplayName);
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}
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}
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// Validate the skin
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// Validate the skin
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dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass));
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dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass));
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@ -1337,7 +1337,7 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE nothing, LPSTR cmdline, int n
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_CrtSetDbgFlag (_CrtSetDbgFlag(0) | _CRTDBG_LEAK_CHECK_DF);
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_CrtSetDbgFlag (_CrtSetDbgFlag(0) | _CRTDBG_LEAK_CHECK_DF);
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// Use this to break at a specific allocation number.
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// Use this to break at a specific allocation number.
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//_crtBreakAlloc = 53039;
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_crtBreakAlloc = 165966;
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#endif
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#endif
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DoMain (hInstance);
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DoMain (hInstance);
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