diff --git a/source/duke3d/src/gameexec.cpp b/source/duke3d/src/gameexec.cpp index 45417eca6..222947fc6 100644 --- a/source/duke3d/src/gameexec.cpp +++ b/source/duke3d/src/gameexec.cpp @@ -166,38 +166,30 @@ static void VM_DummySprite(void) static FORCE_INLINE int32_t VM_EventCommon_(int const eventNum, int const spriteNum, int const playerNum, int const playerDist, int32_t returnValue) { - // this is initialized first thing because spriteNum, playerNum, lDist, etc are already right there on the stack - // from the function call - const vmstate_t tempvm = { spriteNum, - playerNum, - playerDist, - 0, - &sprite[(unsigned)spriteNum], - &actor[(unsigned)spriteNum].t_data[0], - g_player[playerNum].ps, - &actor[(unsigned) spriteNum] }; + const vmstate_t tempvm = { spriteNum, playerNum, playerDist, 0, NULL, NULL, g_player[playerNum].ps, NULL }; - // since we're targeting C99 and C++ now, we can interweave these to avoid - // having to load addresses for things twice - // for example, because we are loading backupReturnVar with the value of - // aGameVars[g_iReturnVarID].lValue, the compiler can avoid having to - // reload the address of aGameVars[g_iReturnVarID].lValue in order to - // set it to the value of iReturn (...which should still be on the stack!) + int const backupReturnVar = aGameVars[g_returnVarID].global; + int const backupEventExec = g_currentEventExec; - int const backupReturnVar = aGameVars[g_returnVarID].global; aGameVars[g_returnVarID].global = returnValue; - int const backupEventExec = g_currentEventExec; g_currentEventExec = eventNum; - intptr_t const *oinsptr = insptr; - insptr = apScript + apScriptEvents[eventNum]; - const vmstate_t vm_backup = vm; - vm = tempvm; + intptr_t const *oinsptr = insptr; + const vmstate_t vm_backup = vm; + + insptr = apScript + apScriptEvents[eventNum]; + vm = tempvm; // check tempvm instead of vm... this way, we are not actually loading // FROM vm anywhere until VM_Execute() is called if (EDUKE32_PREDICT_FALSE((unsigned) tempvm.spriteNum >= MAXSPRITES)) VM_DummySprite(); + else + { + vm.pSprite = &sprite[spriteNum]; + vm.pActor = &actor[spriteNum]; + vm.pData = &actor[spriteNum].t_data[0]; + } if ((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers) vm.pPlayer = g_player[0].ps; @@ -210,10 +202,11 @@ static FORCE_INLINE int32_t VM_EventCommon_(int const eventNum, int const sprite // this needs to happen after VM_DeleteSprite() because VM_DeleteSprite() // can trigger additional events - vm = vm_backup; - insptr = oinsptr; - g_currentEventExec = backupEventExec; - returnValue = aGameVars[g_returnVarID].global; + vm = vm_backup; + insptr = oinsptr; + g_currentEventExec = backupEventExec; + returnValue = aGameVars[g_returnVarID].global; + aGameVars[g_returnVarID].global = backupReturnVar; return returnValue;