- 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:
Christoph Oelckers 2017-02-15 11:55:08 +01:00
parent 6fef653aa1
commit d8ebbcfc08
8 changed files with 20 additions and 6 deletions

View File

@ -1529,6 +1529,17 @@ bool PClassPointer::isCompatible(PType *type)
return (other != nullptr && other->ClassRestriction->IsDescendantOf(ClassRestriction));
}
//==========================================================================
//
// PClassPointer :: SetPointer
//
//==========================================================================
void PClassPointer::SetPointer(void *base, unsigned offset, TArray<size_t> *special) const
{
// Class pointers do not get added to FlatPointers because they are released from the GC.
}
//==========================================================================
//
// PClassPointer :: IsMatch

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@ -401,6 +401,7 @@ public:
bool isCompatible(PType *type);
void SetPointer(void *base, unsigned offset, TArray<size_t> *special = NULL) const override;
virtual bool IsMatch(intptr_t id1, intptr_t id2) const;
virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const;
};

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@ -1365,7 +1365,7 @@ void G_FinishTravel ()
for (int i = 0; i < pawnsnum; i++)
{
// [ZZ] fire the enter hook.
E_PlayerEntered(pawns[i]->player - players, true);
E_PlayerEntered(int(pawns[i]->player - players), true);
//
FBehavior::StaticStartTypedScripts(SCRIPT_Return, pawns[i], true);
}

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@ -350,7 +350,7 @@ void cht_DoCheat (player_t *player, int cheat)
// player is now alive.
// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
E_PlayerRespawned(player - players);
E_PlayerRespawned(int(player - players));
//
FBehavior::StaticStartTypedScripts(SCRIPT_Respawn, player->mo, true);

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@ -611,7 +611,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
ClientObituary (this, inflictor, source, dmgflags);
// [ZZ] fire player death hook
E_PlayerDied(player - players);
E_PlayerDied(int(player - players));
// Death script execution, care of Skull Tag
FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true);

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@ -143,7 +143,6 @@ IMPLEMENT_POINTERS_START(AActor)
IMPLEMENT_POINTER(LastHeard)
IMPLEMENT_POINTER(master)
IMPLEMENT_POINTER(Poisoner)
IMPLEMENT_POINTER(DamageFunc)
IMPLEMENT_POINTER(alternative)
IMPLEMENT_POINTERS_END
@ -5513,7 +5512,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
{
// [ZZ] fire non-hub ENTER event
// level.time is a hack to make sure that we don't call it on dummy player initialization during hub return.
if (!level.time) E_PlayerEntered(p - players, false);
if (!level.time) E_PlayerEntered(int(p - players), false);
FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
}
else if (state == PST_REBORN)

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@ -832,7 +832,10 @@ void CopyPlayer(player_t *dst, player_t *src, const char *name)
else
{
dst->userinfo.TransferFrom(uibackup);
// The player class must come from the save, so that the menu reflects the currently playing one.
dst->userinfo.PlayerClassChanged(src->mo->GetClass()->DisplayName);
}
// Validate the skin
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
_CrtSetDbgFlag (_CrtSetDbgFlag(0) | _CRTDBG_LEAK_CHECK_DF);
// Use this to break at a specific allocation number.
//_crtBreakAlloc = 53039;
_crtBreakAlloc = 165966;
#endif
DoMain (hInstance);