From 823e47f3e8979a44326d5780d9d95bb3748ae614 Mon Sep 17 00:00:00 2001 From: hendricks266 Date: Tue, 3 Dec 2019 09:44:51 +0000 Subject: [PATCH] SW: Fix assertions and OOB so that the player can noclip OOB git-svn-id: https://svn.eduke32.com/eduke32@8348 1a8010ca-5511-0410-912e-c29ae57300e0 --- source/sw/src/draw.cpp | 28 ++++++++------- source/sw/src/jweapon.cpp | 6 ++++ source/sw/src/panel.cpp | 27 ++++++++------ source/sw/src/player.cpp | 41 ++++++++++++--------- source/sw/src/rooms.cpp | 18 +++++----- source/sw/src/sector.cpp | 18 ++++++---- source/sw/src/sprite.cpp | 2 +- source/sw/src/warp.cpp | 2 +- source/sw/src/weapon.cpp | 75 ++++++++++++++++++++++++++++++++++++--- 9 files changed, 157 insertions(+), 60 deletions(-) diff --git a/source/sw/src/draw.cpp b/source/sw/src/draw.cpp index 8a245cea3..b1301efa8 100644 --- a/source/sw/src/draw.cpp +++ b/source/sw/src/draw.cpp @@ -2186,7 +2186,6 @@ drawscreen(PLAYERp pp) int tx, ty, tz,thoriz,pp_siz; short tang,tsectnum; short i,j; - walltype *wal; int tiltlock; int bob_amt = 0; int quake_z, quake_x, quake_y; @@ -2285,11 +2284,13 @@ drawscreen(PLAYERp pp) if (tsectnum < 0) { +#if 0 // if we hit an invalid sector move to the last valid position for drawing tsectnum = lv_sectnum; tx = lv_x; ty = lv_y; tz = lv_z; +#endif } else { @@ -2301,7 +2302,7 @@ drawscreen(PLAYERp pp) } // with "last valid" code this should never happen - ASSERT(tsectnum >= 0 && tsectnum <= MAXSECTORS); + // ASSERT(tsectnum >= 0 && tsectnum <= MAXSECTORS); pp->six = tx; pp->siy = ty; @@ -2420,18 +2421,21 @@ drawscreen(PLAYERp pp) i = pp->cursectnum; - show2dsector[i>>3] |= (1<<(i&7)); - wal = &wall[sector[i].wallptr]; - for (j=sector[i].wallnum; j>0; j--,wal++) + if (i >= 0) { - i = wal->nextsector; - if (i < 0) continue; - if (wal->cstat&0x0071) continue; - uint16_t const nextwall = wal->nextwall; - if (nextwall < MAXWALLS && wall[nextwall].cstat&0x0071) continue; - if (sector[i].lotag == 32767) continue; - if (sector[i].ceilingz >= sector[i].floorz) continue; show2dsector[i>>3] |= (1<<(i&7)); + walltype *wal = &wall[sector[i].wallptr]; + for (j=sector[i].wallnum; j>0; j--,wal++) + { + i = wal->nextsector; + if (i < 0) continue; + if (wal->cstat&0x0071) continue; + uint16_t const nextwall = wal->nextwall; + if (nextwall < MAXWALLS && wall[nextwall].cstat&0x0071) continue; + if (sector[i].lotag == 32767) continue; + if (sector[i].ceilingz >= sector[i].floorz) continue; + show2dsector[i>>3] |= (1<<(i&7)); + } } if ((dimensionmode == 5 || dimensionmode == 6) && pp == Player+myconnectindex) diff --git a/source/sw/src/jweapon.cpp b/source/sw/src/jweapon.cpp index 58aa92bc9..823169808 100644 --- a/source/sw/src/jweapon.cpp +++ b/source/sw/src/jweapon.cpp @@ -1389,6 +1389,9 @@ PlayerInitChemBomb(PLAYERp pp) PlaySound(DIGI_THROW, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan | v3df_doppler); + if (pp->cursectnum < 0) + return 0; + nx = pp->posx; ny = pp->posy; nz = pp->posz + pp->bob_z + Z(8); @@ -1834,6 +1837,9 @@ PlayerInitCaltrops(PLAYERp pp) PlaySound(DIGI_THROW, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan | v3df_doppler); + if (pp->cursectnum < 0) + return 0; + nx = pp->posx; ny = pp->posy; nz = pp->posz + pp->bob_z + Z(8); diff --git a/source/sw/src/panel.cpp b/source/sw/src/panel.cpp index 21b0defb9..e4a1f743e 100644 --- a/source/sw/src/panel.cpp +++ b/source/sw/src/panel.cpp @@ -7347,7 +7347,6 @@ pDisplaySprites(PLAYERp pp) int smoothratio; unsigned i; - SECT_USERp sectu = SectUser[pp->cursectnum]; uint8_t pal = 0; short ang; int flags; @@ -7488,17 +7487,23 @@ pDisplaySprites(PLAYERp pp) // if its a weapon sprite and the view is set to the outside don't draw the sprite if (TEST(psp->flags, PANF_WEAPON_SPRITE)) { - pal = sector[pp->cursectnum].floorpal; - - if (sector[pp->cursectnum].floorpal != PALETTE_DEFAULT) + SECT_USERp sectu = nullptr; + int16_t floorshade = 0; + if (pp->cursectnum >= 0) { - SECT_USERp sectu = SectUser[pp->cursectnum]; - if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE)) - pal = PALETTE_DEFAULT; - } + sectu = SectUser[pp->cursectnum]; + pal = sector[pp->cursectnum].floorpal; + floorshade = sector[pp->cursectnum].floorshade; - if (pal == PALETTE_FOG || pal == PALETTE_DIVE || pal == PALETTE_DIVE_LAVA) - pal = psp->pal; // Set it back + if (pal != PALETTE_DEFAULT) + { + if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE)) + pal = PALETTE_DEFAULT; + } + + if (pal == PALETTE_FOG || pal == PALETTE_DIVE || pal == PALETTE_DIVE_LAVA) + pal = psp->pal; // Set it back + } /////////// @@ -7508,7 +7513,7 @@ pDisplaySprites(PLAYERp pp) } //shade = overlay_shade = DIV2(sector[pp->cursectnum].floorshade + sector[pp->cursectnum].ceilingshade); - shade = overlay_shade = sector[pp->cursectnum].floorshade - 10; + shade = overlay_shade = floorshade - 10; if (TEST(psp->PlayerP->Flags, PF_VIEW_FROM_OUTSIDE)) { diff --git a/source/sw/src/player.cpp b/source/sw/src/player.cpp index f6d2a1015..5c1753a4b 100644 --- a/source/sw/src/player.cpp +++ b/source/sw/src/player.cpp @@ -1794,13 +1794,14 @@ DoPlayerTurnTurret(PLAYERp pp) void SlipSlope(PLAYERp pp) { - short wallptr = sector[pp->cursectnum].wallptr; short ang; - SECT_USERp sectu = SectUser[pp->cursectnum]; + SECT_USERp sectu; - if (!sectu || !TEST(sectu->flags, SECTFU_SLIDE_SECTOR) || !TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) + if (pp->cursectnum < 0 || !(sectu = SectUser[pp->cursectnum]) || !TEST(sectu->flags, SECTFU_SLIDE_SECTOR) || !TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) return; + short wallptr = sector[pp->cursectnum].wallptr; + ang = getangle(wall[wall[wallptr].point2].x - wall[wallptr].x, wall[wall[wallptr].point2].y - wall[wallptr].y); ang = NORM_ANGLE(ang + 512); @@ -2537,6 +2538,9 @@ DoPlayerMenuKeys(PLAYERp pp) void PlayerSectorBound(PLAYERp pp, int amt) { + if (pp->cursectnum < 9) + return; + int cz,fz; // player should never go into a sector @@ -2680,7 +2684,7 @@ DoPlayerMove(PLAYERp pp) DoPlayerHorizon(pp); - if (TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA)) + if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA)) { if (TEST(pp->Flags, PF_FLYING|PF_JUMPING|PF_FALLING)) { @@ -2722,6 +2726,9 @@ DoPlayerSectorUpdatePreMove(PLAYERp pp) { short sectnum = pp->cursectnum; + if (sectnum < 0) + return; + if (TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA)) { updatesectorz(pp->posx, pp->posy, pp->posz, §num); @@ -2749,13 +2756,12 @@ DoPlayerSectorUpdatePreMove(PLAYERp pp) void DoPlayerSectorUpdatePostMove(PLAYERp pp) { - short sectnum; + short sectnum = pp->cursectnum; int fz,cz; // need to do updatesectorz if in connect area - if (FAF_ConnectArea(pp->cursectnum)) + if (sectnum >= 0 && FAF_ConnectArea(sectnum)) { - sectnum = pp->cursectnum; updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum); // can mess up if below @@ -2773,7 +2779,7 @@ DoPlayerSectorUpdatePostMove(PLAYERp pp) // try again updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum); - ASSERT(pp->cursectnum >= 0); + // ASSERT(pp->cursectnum >= 0); } } else @@ -3662,7 +3668,7 @@ DoPlayerFall(PLAYERp pp) FLAG_KEY_RESET(pp, SK_JUMP); } - if (SectorIsUnderwaterArea(pp->cursectnum)) + if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum)) { StackedWaterSplash(pp); DoPlayerBeginDiveNoWarp(pp); @@ -4245,7 +4251,7 @@ DoPlayerCrawl(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; - if (SectorIsUnderwaterArea(pp->cursectnum)) + if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum)) { // if stacked water - which it should be if (FAF_ConnectArea(pp->cursectnum)) @@ -4348,7 +4354,7 @@ DoPlayerCrawl(PLAYERp pp) return; } - if (TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA)) + if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA)) { pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT; } @@ -4430,7 +4436,7 @@ DoPlayerFly(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; - if (SectorIsUnderwaterArea(pp->cursectnum)) + if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum)) { DoPlayerBeginDiveNoWarp(pp); return; @@ -5116,7 +5122,7 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp) if (Prediction) return; - if (!SectorIsUnderwaterArea(pp->cursectnum)) + if (pp->cursectnum < 0 || !SectorIsUnderwaterArea(pp->cursectnum)) return; if (pp->Bloody) pp->Bloody = FALSE; // Water washes away the blood @@ -5282,7 +5288,7 @@ DoPlayerDive(PLAYERp pp) SECT_USERp sectu = SectUser[pp->cursectnum]; // whenever your view is not in a water area - if (!SectorIsUnderwaterArea(pp->cursectnum)) + if (pp->cursectnum < 0 || !SectorIsUnderwaterArea(pp->cursectnum)) { DoPlayerStopDiveNoWarp(pp); DoPlayerBeginRun(pp); @@ -7356,7 +7362,7 @@ DoPlayerRun(PLAYERp pp) { USERp u = User[pp->PlayerSprite]; - if (SectorIsUnderwaterArea(pp->cursectnum)) + if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum)) { DoPlayerBeginDiveNoWarp(pp); return; @@ -7428,7 +7434,7 @@ DoPlayerRun(PLAYERp pp) { if (TEST_SYNC_KEY(pp, SK_OPERATE)) { - if (FLAG_KEY_PRESSED(pp, SK_OPERATE)) + if (FLAG_KEY_PRESSED(pp, SK_OPERATE) && pp->cursectnum >= 0) { if (TEST(sector[pp->cursectnum].extra, SECTFX_OPERATIONAL)) { @@ -8405,6 +8411,9 @@ DoFootPrints(short SpriteNum) if (u->PlayerP) { + if (u->PlayerP->cursectnum < 0) + return 0; + if (FAF_ConnectArea(u->PlayerP->cursectnum)) return 0; diff --git a/source/sw/src/rooms.cpp b/source/sw/src/rooms.cpp index 92a258c6f..bf3befdfe 100644 --- a/source/sw/src/rooms.cpp +++ b/source/sw/src/rooms.cpp @@ -59,7 +59,7 @@ SWBOOL FAF_DebugView = 0; void COVERupdatesector(int32_t x, int32_t y, int16_t* newsector) { - ASSERT(*newsector>=0 && *newsector=0 && *newsector= 0 && secte >= 0); + // ASSERT(sects >= 0 && secte >= 0); // early out to regular routine - if (!FAF_Sector(sects) && !FAF_Sector(secte)) + if ((sects < 0 || !FAF_Sector(sects)) && (secte < 0 || !FAF_Sector(secte))) { return cansee(xs,ys,zs,sects,xe,ye,ze,secte); } @@ -356,7 +356,7 @@ GetZadjustment(short sectnum, short hitag) short i, nexti; SPRITEp sp; - if (!TEST(sector[sectnum].extra, SECTFX_Z_ADJUST)) + if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_Z_ADJUST)) return 0L; TRAVERSE_SPRITE_STAT(headspritestat[STAT_ST1], i, nexti) @@ -517,7 +517,7 @@ void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum, // because the ceiling and floors get moved out of the way for drawing. // early out to regular routine - if (!FAF_ConnectArea(sectnum)) + if (sectnum < 0 || !FAF_ConnectArea(sectnum)) { getzrange_old(x, y, z, sectnum, hiz, ceilhit, loz, florhit, clipdist, clipmask); SectorZadjust(*ceilhit, hiz, *florhit, loz); @@ -545,7 +545,7 @@ void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum, updatesectorz(x, y, newz, &uppersect); if (uppersect < 0) - _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d", x, y, newz); + return; // _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d", x, y, newz); getzrange_old(x, y, newz, uppersect, hiz, ceilhit, &foo1, &foo2, clipdist, clipmask); SectorZadjust(*ceilhit, hiz, -1, NULL); } @@ -568,7 +568,7 @@ void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum, updatesectorz(x, y, newz, &lowersect); if (lowersect < 0) - _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d", x, y, newz); + return; // _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d", x, y, newz); getzrange_old(x, y, newz, lowersect, &foo1, &foo2, loz, florhit, clipdist, clipmask); SectorZadjust(-1, NULL, *florhit, loz); WaterAdjust(*florhit, loz); @@ -614,7 +614,7 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum, } updatesectorz(x, y, newz, &uppersect); if (uppersect < 0) - _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d, sectnum %d", x, y, newz, sectnum); + return; // _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d, sectnum %d", x, y, newz, sectnum); getzrangepoint(x, y, newz, uppersect, hiz, ceilhit, &foo1, &foo2); SectorZadjust(*ceilhit, hiz, -1, NULL); } @@ -630,7 +630,7 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum, } updatesectorz(x, y, newz, &lowersect); if (lowersect < 0) - _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d, sectnum %d", x, y, newz, sectnum); + return; // _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d, sectnum %d", x, y, newz, sectnum); getzrangepoint(x, y, newz, lowersect, &foo1, &foo2, loz, florhit); SectorZadjust(-1, NULL, *florhit, loz); WaterAdjust(*florhit, loz); diff --git a/source/sw/src/sector.cpp b/source/sw/src/sector.cpp index 93611bec3..24b1947d6 100644 --- a/source/sw/src/sector.cpp +++ b/source/sw/src/sector.cpp @@ -2087,11 +2087,14 @@ int DoTrapMatch(short match) void OperateTripTrigger(PLAYERp pp) { - SECTORp sectp = §or[pp->cursectnum]; - if (Prediction) return; + if (pp->cursectnum < 0) + return; + + SECTORp sectp = §or[pp->cursectnum]; + #if 0 // new method if (TEST(sectp->extra, SECTFX_TRIGGER)) @@ -2249,6 +2252,9 @@ OperateContinuousTrigger(PLAYERp pp) if (Prediction) return; + if (pp->cursectnum < 0) + return; + switch (LOW_TAG(pp->cursectnum)) { case TAG_TRIGGER_MISSILE_TRAP: @@ -2589,8 +2595,6 @@ int DoPlayerGrabStar(PLAYERp pp) void PlayerOperateEnv(PLAYERp pp) { - SECT_USERp sectu = SectUser[pp->cursectnum]; - SECTORp sectp = §or[pp->cursectnum]; SWBOOL found; if (Prediction) @@ -2730,8 +2734,10 @@ PlayerOperateEnv(PLAYERp pp) // // //////////////////////////// - if (sectu && sectu->damage) + SECT_USERp sectu; + if (pp->cursectnum >= 0 && (sectu = SectUser[pp->cursectnum]) && sectu->damage) { + SECTORp sectp = §or[pp->cursectnum]; if (TEST(sectu->flags, SECTFU_DAMAGE_ABOVE_SECTOR)) { PlayerTakeSectorDamage(pp); @@ -2761,7 +2767,7 @@ PlayerOperateEnv(PLAYERp pp) { OperateTripTrigger(pp); - if (TEST(sector[pp->cursectnum].extra, SECTFX_WARP_SECTOR)) + if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_WARP_SECTOR)) { if (!TEST(pp->Flags2, PF2_TELEPORTED)) { diff --git a/source/sw/src/sprite.cpp b/source/sw/src/sprite.cpp index ae1fda491..d3ea67e97 100644 --- a/source/sw/src/sprite.cpp +++ b/source/sw/src/sprite.cpp @@ -962,7 +962,7 @@ SpawnSprite(short stat, short id, STATEp state, short sectnum, int x, int y, int ASSERT(!Prediction); - PRODUCTION_ASSERT(sectnum >= 0 && sectnum < MAXSECTORS); + // PRODUCTION_ASSERT(sectnum >= 0 && sectnum < MAXSECTORS); SpriteNum = COVERinsertsprite(sectnum, stat); diff --git a/source/sw/src/warp.cpp b/source/sw/src/warp.cpp index 8410530ac..0a801baba 100644 --- a/source/sw/src/warp.cpp +++ b/source/sw/src/warp.cpp @@ -54,7 +54,7 @@ WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor) if (Prediction) return FALSE; - if (!TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR)) + if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR)) return FALSE; TRAVERSE_SPRITE_STAT(headspritestat[STAT_WARP], i, nexti) diff --git a/source/sw/src/weapon.cpp b/source/sw/src/weapon.cpp index b84819017..d5f64cc72 100644 --- a/source/sw/src/weapon.cpp +++ b/source/sw/src/weapon.cpp @@ -2777,7 +2777,7 @@ int DoLavaErupt(short SpriteNum) TRAVERSE_CONNECT(pnum) { pp = Player + pnum; - if (TEST(sector[pp->cursectnum].extra, SECTFX_TRIGGER)) + if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_TRIGGER)) { TRAVERSE_SPRITE_SECT(headspritesect[pp->cursectnum],i,nexti) { @@ -13027,6 +13027,9 @@ InitSpellRing(PLAYERp pp) if (!SW_SHAREWARE) PlaySound(DIGI_RFWIZ, &pp->posx, &pp->posy, &pp->posz, v3df_none); + if (pp->cursectnum < 0) + return; + for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++) { SpriteNum = SpawnSprite(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursectnum, pp->posx, pp->posy, pp->posz, ang, 0); @@ -13575,6 +13578,9 @@ InitSpellNapalm(PLAYERp pp) PlaySound(DIGI_NAPFIRE, &pp->posx, &pp->posy, &pp->posz, v3df_none); + if (pp->cursectnum < 0) + return; + for (i = 0; i < SIZ(mp); i++) { SpriteNum = SpawnSprite(STAT_MISSILE, FIREBALL1, s_Napalm, pp->cursectnum, @@ -13735,6 +13741,9 @@ InitSpellMirv(PLAYERp pp) PlaySound(DIGI_MIRVFIRE, &pp->posx, &pp->posy, &pp->posz, v3df_none); + if (pp->cursectnum < 0) + return 0; + SpriteNum = SpawnSprite(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursectnum, pp->posx, pp->posy, pp->posz + Z(12), pp->pang, MIRV_VELOCITY); @@ -14746,13 +14755,16 @@ InitStar(PLAYERp pp) PlayerUpdateAmmo(pp, u->WeaponNum, -3); + PlaySound(DIGI_STAR, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_doppler); + + if (pp->cursectnum < 0) + return 0; + nx = pp->posx; ny = pp->posy; nz = pp->posz + pp->bob_z + Z(8); - PlaySound(DIGI_STAR, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_doppler); - // Spawn a shot // Inserting and setting up variables @@ -14877,6 +14889,9 @@ InitHeartAttack(PLAYERp pp) PlayerUpdateAmmo(pp, WPN_HEART, -1); + if (pp->cursectnum < 0) + return; + SpriteNum = SpawnSprite(STAT_MISSILE_SKIP4, BLOOD_WORM, s_BloodWorm, pp->cursectnum, pp->posx, pp->posy, pp->posz + Z(12), pp->pang, BLOOD_WORM_VELOCITY*2); @@ -14950,6 +14965,9 @@ InitHeartAttack(PLAYERp pp) PlayerUpdateAmmo(pp, WPN_HEART, -1); + if (pp->cursectnum < 0) + return; + SpriteNum = SpawnSprite(STAT_MISSILE_SKIP4, BLOOD_WORM, s_BloodWorm, pp->cursectnum, pp->posx, pp->posy, pp->posz + Z(12), pp->pang, BLOOD_WORM_VELOCITY*2); @@ -15265,6 +15283,9 @@ InitLaser(PLAYERp pp) PlaySound(DIGI_RIOTFIRE, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_doppler); + if (pp->cursectnum < 0) + return 0; + nx = pp->posx; ny = pp->posy; @@ -15374,6 +15395,9 @@ InitRail(PLAYERp pp) // Make sprite shade brighter u->Vis = 128; + if (pp->cursectnum < 0) + return 0; + nx = pp->posx; ny = pp->posy; @@ -15555,17 +15579,30 @@ InitRocket(PLAYERp pp) DoPlayerBeginRecoil(pp, ROCKET_RECOIL_AMT); PlayerUpdateAmmo(pp, u->WeaponNum, -1); + if (pp->WpnRocketHeat) + { + switch (pp->WpnRocketType) + { + case 1: + pp->WpnRocketHeat--; + break; + } + } PlaySound(DIGI_RIOTFIRE, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_doppler); // Make sprite shade brighter u->Vis = 128; + if (pp->cursectnum < 0) + return 0; + nx = pp->posx; ny = pp->posy; // Spawn a shot // Inserting and setting up variables + //nz = pp->posz + pp->bob_z + Z(12); nz = pp->posz + pp->bob_z + Z(8); w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursectnum, @@ -15601,7 +15638,6 @@ InitRocket(PLAYERp pp) switch (pp->WpnRocketType) { case 1: - pp->WpnRocketHeat--; SET(wu->Flags, SPR_FIND_PLAYER); wp->pal = wu->spal = 20; // Yellow break; @@ -15679,11 +15715,15 @@ InitBunnyRocket(PLAYERp pp) PlaySound(DIGI_BUNNYATTACK, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_doppler); + if (pp->cursectnum < 0) + return 0; + nx = pp->posx; ny = pp->posy; // Spawn a shot // Inserting and setting up variables + //nz = pp->posz + pp->bob_z + Z(12); nz = pp->posz + pp->bob_z + Z(8); w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursectnum, @@ -15789,11 +15829,15 @@ InitNuke(PLAYERp pp) // Make sprite shade brighter u->Vis = 128; + if (pp->cursectnum < 0) + return 0; + nx = pp->posx; ny = pp->posy; // Spawn a shot // Inserting and setting up variables + //nz = pp->posz + pp->bob_z + Z(12); nz = pp->posz + pp->bob_z + Z(8); w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursectnum, @@ -15978,6 +16022,9 @@ InitMicro(PLAYERp pp) if (TargetSortCount > MAX_MICRO) TargetSortCount = MAX_MICRO; + if (pp->cursectnum < 0) + return 0; + for (i = 0; i < MAX_MICRO; i++) { if (ts < &TargetSort[TargetSortCount] && ts->sprite_num >= 0) @@ -17534,6 +17581,9 @@ DoDefaultStat(short SpriteNum) int InitTracerUzi(PLAYERp pp) { + if (pp->cursectnum < 0) + return 0; + USERp u = User[pp->PlayerSprite]; SPRITEp wp, hsp; USERp wu; @@ -17552,6 +17602,7 @@ InitTracerUzi(PLAYERp pp) // Spawn a shot // Inserting and setting up variables + w = SpawnSprite(STAT_MISSILE, 0, s_Tracer, pp->cursectnum, nx, ny, nz, pp->pang, TRACER_VELOCITY); @@ -18549,6 +18600,9 @@ InitTurretRail(short SpriteNum, PLAYERp pp) if (SW_SHAREWARE) return FALSE; // JBF: verify + if (pp->cursectnum < 0) + return 0; + nx = sp->x; ny = sp->y; nz = sp->z; @@ -18605,6 +18659,8 @@ InitTurretLaser(short SpriteNum, PLAYERp pp) if (SW_SHAREWARE) return FALSE; // JBF: verify + if (pp->cursectnum < 0) + return 0; nx = sp->x; ny = sp->y; @@ -19394,12 +19450,16 @@ InitGrenade(PLAYERp pp) // Make sprite shade brighter u->Vis = 128; + if (pp->cursectnum < 0) + return 0; + nx = pp->posx; ny = pp->posy; nz = pp->posz + pp->bob_z + Z(8); // Spawn a shot // Inserting and setting up variables + w = SpawnSprite(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursectnum, nx, ny, nz, pp->pang, GRENADE_VELOCITY); @@ -19561,12 +19621,16 @@ InitMine(PLAYERp pp) PlaySound(DIGI_MINETHROW, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_doppler); + if (pp->cursectnum < 0) + return 0; + nx = pp->posx; ny = pp->posy; nz = pp->posz + pp->bob_z + Z(8); // Spawn a shot // Inserting and setting up variables + w = SpawnSprite(STAT_MISSILE, MINE, s_Mine, pp->cursectnum, nx, ny, nz, pp->pang, MINE_VELOCITY); @@ -19740,6 +19804,9 @@ InitFireball(PLAYERp pp) // Make sprite shade brighter u->Vis = 128; + if (pp->cursectnum < 0) + return 0; + nx += pp->posx; ny += pp->posy;