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- Shadow Warrior fixes
* added missing entries to saveables. * added several null pointer checks to places where the game crashed.
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parent
90ce4a893d
commit
6958e0326d
5 changed files with 31 additions and 13 deletions
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@ -734,6 +734,7 @@ static saveable_data saveable_coolie_data[] =
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SAVE_DATA(sg_CoolieDead),
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SAVE_DATA(CoolieActionSet),
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SAVE_DATA(s_CoolieDeadHead),
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};
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saveable_module saveable_coolie =
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@ -2154,6 +2154,7 @@ void
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UpdatePlayerSprite(PLAYERp pp)
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{
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SPRITEp sp = pp->SpriteP;
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if (!sp) return;
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// Update sprite representation of player
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@ -2248,6 +2249,7 @@ DoPlayerZrange(PLAYERp pp)
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int ceilhit, florhit;
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short bakcstat;
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if (!pp->SpriteP) return;
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// Don't let you fall if you're just slightly over a cliff
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// This function returns the highest and lowest z's
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// for an entire box, NOT just a point. -Useful for clipping
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@ -8044,7 +8046,7 @@ domovethings(void)
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ChopsCheck(pp);
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//if (!ScrollMode2D)
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(*pp->DoPlayerAction)(pp);
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if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
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UpdatePlayerSprite(pp);
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@ -24,25 +24,22 @@
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#include "ns.h"
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#include "compat.h"
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#include "tarray.h"
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BEGIN_SW_NS
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#include "saveable.h"
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#define maxModules 35
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static saveable_module *saveablemodules[maxModules];
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static unsigned nummodules = 0;
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static TArray<saveable_module*> saveablemodules;
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void Saveable_Init(void)
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{
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if (nummodules > 0) return;
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if (saveablemodules.Size() > 0) return;
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Saveable_Init_Dynamic();
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#define MODULE(x) { \
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extern saveable_module saveable_ ## x; \
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saveablemodules[nummodules++] = &saveable_ ## x; \
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saveablemodules.Push(&saveable_ ## x); \
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}
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MODULE(actor)
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@ -81,6 +78,7 @@ void Saveable_Init(void)
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MODULE(zombie)
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MODULE(sector)
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MODULE(text)
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}
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int Saveable_FindCodeSym(void *ptr, savedcodesym *sym)
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@ -94,7 +92,7 @@ int Saveable_FindCodeSym(void *ptr, savedcodesym *sym)
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return 0;
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}
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for (m=0; m<nummodules; m++)
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for (m=0; m<saveablemodules.Size(); m++)
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{
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for (i=0; i<saveablemodules[m]->numcode; i++)
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{
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@ -122,7 +120,7 @@ int Saveable_FindDataSym(void *ptr, saveddatasym *sym)
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return 0;
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}
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for (m=0; m<nummodules; m++)
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for (m = 0; m < saveablemodules.Size(); m++)
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{
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for (i=0; i<saveablemodules[m]->numdata; i++)
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{
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@ -148,7 +146,7 @@ int Saveable_RestoreCodeSym(savedcodesym *sym, void **ptr)
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return 0;
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}
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if (sym->module > nummodules) return -1;
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if (sym->module > saveablemodules.Size()) return -1;
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if (sym->index >= saveablemodules[sym->module-1]->numcode) return -1;
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*ptr = saveablemodules[sym->module-1]->code[sym->index];
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@ -164,7 +162,7 @@ int Saveable_RestoreDataSym(saveddatasym *sym, void **ptr)
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return 0;
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}
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if (sym->module > nummodules) return -1;
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if (sym->module > saveablemodules.Size()) return -1;
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if (sym->index >= saveablemodules[sym->module-1]->numdata) return -1;
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if (sym->offset >= saveablemodules[sym->module-1]->data[sym->index].size) return -1;
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@ -2598,7 +2598,7 @@ PlayerOperateEnv(PLAYERp pp)
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{
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SWBOOL found;
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if (Prediction)
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if (Prediction || !pp->SpriteP)
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return;
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////DSPRINTF(ds,"dist %d sectnum %d wallnum %d spritenum %d",nti[nt_ndx].dist, nti[nt_ndx].sectnum, nti[nt_ndx].wallnum, nti[nt_ndx].spritenum);
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@ -483,4 +483,21 @@ void pMenuClearTextLine(PLAYERp pp)
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#define TEXT_PLAYER_INFO_TIME (3)
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#define TEXT_PLAYER_INFO_Y (200 - 40)
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#include "saveable.h"
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static saveable_code saveable_text_code[] =
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{
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SAVE_CODE(StringTimer),
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};
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saveable_module saveable_text =
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{
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// code
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saveable_text_code,
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SIZ(saveable_text_code),
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// data
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NULL,0
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};
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END_SW_NS
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