Obj_OrbinautJawzMoveHeld: Make loop iteration less fragile

MF_NOCLIPTHING is no longer enough to prevent the object from being removed.
All calls which can delete the object should now be handled more thoroughly.
This commit is contained in:
toaster 2023-03-01 19:02:54 +00:00
parent 07f2b5cc5d
commit 4e9d2295c9

View file

@ -335,23 +335,24 @@ void Obj_OrbinautJawzMoveHeld(player_t *player)
{
fixed_t finalscale = K_ItemScaleForPlayer(player);
fixed_t speed = 0;
mobj_t *cur = NULL;
mobj_t *cur = NULL, *next = player->mo->hnext;
player->bananadrag = 0; // Just to make sure
cur = player->mo->hnext;
speed = ((8 - min(4, player->itemamount)) * cur->info->speed) / 7;
if (next == NULL)
return;
while (cur != NULL && P_MobjWasRemoved(cur) == false)
speed = ((8 - min(4, player->itemamount)) * next->info->speed) / 7;
while ((cur = next) != NULL && P_MobjWasRemoved(cur) == false)
{
const fixed_t radius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(cur->radius, cur->radius); // mobj's distance from its Target, or Radius.
fixed_t z;
next = cur->hnext;
if (!cur->health)
{
cur = cur->hnext;
continue;
}
cur->color = player->skincolor;
@ -391,15 +392,17 @@ void Obj_OrbinautJawzMoveHeld(player_t *player)
z = player->mo->z + player->mo->height - cur->height;
}
cur->flags |= MF_NOCLIPTHING; // temporarily make them noclip other objects so they can't hit anyone while in the player
cur->flags |= (MF_NOCLIP|MF_NOCLIPTHING); // temporarily make them noclip other objects so they can't hit anyone while in the player
P_MoveOrigin(cur, player->mo->x, player->mo->y, z);
cur->momx = FixedMul(FINECOSINE(cur->angle >> ANGLETOFINESHIFT), orbinaut_shield_dist(cur));
cur->momy = FixedMul(FINESINE(cur->angle >> ANGLETOFINESHIFT), orbinaut_shield_dist(cur));
cur->flags &= ~MF_NOCLIPTHING;
cur->flags &= ~(MF_NOCLIP|MF_NOCLIPTHING);
if (!P_TryMove(cur, player->mo->x + cur->momx, player->mo->y + cur->momy, true, NULL))
{
P_SlideMove(cur, NULL);
if (P_MobjWasRemoved(cur))
continue;
}
if (P_IsObjectOnGround(player->mo))
@ -426,8 +429,6 @@ void Obj_OrbinautJawzMoveHeld(player_t *player)
cur->z = z;
cur->momx = cur->momy = 0;
cur->angle += ANGLE_90;
cur = cur->hnext;
}
}