After executing actor or loadactor CON code, null the instruction pointer.

This is so that in the event of a crash, no CON dump will be printed if no
(actor or loadactor) CON code was actually executing at the time of the
crash, confusing the users.  Note: doesn't apply for event code.

git-svn-id: https://svn.eduke32.com/eduke32@2453 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-03-11 17:38:27 +00:00
parent bdc02d36d9
commit c0228fa14c

View file

@ -4865,7 +4865,7 @@ nullquote:
}
continue;
case CON_JUMP:
case CON_JUMP: // XXX XXX XXX
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
@ -4887,6 +4887,7 @@ nullquote:
}
}
// NORECURSE
void A_LoadActor(int32_t iActor)
{
vm.g_i = iActor; // Sprite ID
@ -4910,11 +4911,13 @@ void A_LoadActor(int32_t iActor)
}
VM_Execute(1);
insptr = NULL;
if (vm.g_flags & VM_KILL)
A_DeleteSprite(vm.g_i);
}
// NORECURSE
void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist)
{
vmstate_t tempvm = { iActor, iPlayer, lDist, &actor[iActor].t_data[0],
@ -4963,6 +4966,7 @@ void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist)
}
VM_Execute(1);
insptr = NULL;
if (vm.g_flags & VM_KILL)
{