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Fixed a crash with A_ClearOverlays
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parent
39042dc4bf
commit
e482a54389
1 changed files with 11 additions and 22 deletions
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@ -1171,50 +1171,39 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ClearOverlays)
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PARAM_INT_OPT(stop) { stop = 0; }
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PARAM_BOOL_OPT(safety) { safety = true; }
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if (!self->player)
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if (self->player == nullptr)
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ACTION_RETURN_INT(0);
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player_t *player = self->player;
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if (!start && !stop)
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{
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start = INT_MIN;
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stop = safety ? PSP_TARGETCENTER - 1 : INT_MAX;
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}
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int count = 0;
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DPSprite *pspr = player->psprites;
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int startID = (pspr != nullptr) ? pspr->GetID() : start;
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bool first = true;
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while (pspr != nullptr)
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{
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if (pspr->GetID() == startID)
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{
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if (first)
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first = false;
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else
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break;
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}
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int id = pspr->GetID();
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unsigned int count = 0;
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int id;
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//Do not wipe out layer 0. Ever.
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if (!id || id < start)
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for (DPSprite *pspr = self->player->psprites; pspr != nullptr; pspr = pspr->GetNext())
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{
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id = pspr->GetID();
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if (id < start || id == 0)
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continue;
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if (id > stop)
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else if (id > stop)
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break;
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if (safety)
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{
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if (id >= PSP_TARGETCENTER)
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break;
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else if ((id >= PSP_STRIFEHANDS && id <= PSP_WEAPON) || (id == PSP_FLASH))
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else if (id == PSP_STRIFEHANDS || id == PSP_WEAPON || id == PSP_FLASH)
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continue;
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}
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// [MC]Don't affect non-hardcoded layers unless it's really desired.
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pspr->SetState(nullptr);
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count++;
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pspr = pspr->GetNext();
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}
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ACTION_RETURN_INT(count);
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}
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