Don't tie restoring mobj/waypoint pointers on player struct to existence of player object

This commit is contained in:
toaster 2023-01-03 19:31:03 +00:00
parent 9336e39350
commit b573b6efbc

View file

@ -4094,7 +4094,6 @@ static void P_NetUnArchiveThinkers(savebuffer_t *save)
// remove all the current thinkers
for (i = 0; i < NUM_THINKERLISTS; i++)
{
currentthinker = thlist[i].next;
for (currentthinker = thlist[i].next; currentthinker != &thlist[i]; currentthinker = next)
{
next = currentthinker->next;
@ -4438,7 +4437,7 @@ static void P_RelinkPointers(void)
{
thinker_t *currentthinker;
mobj_t *mobj;
UINT32 temp;
UINT32 temp, i;
// use info field (value = oldposition) to relink mobjs
for (currentthinker = thlist[THINK_MOBJ].next; currentthinker != &thlist[THINK_MOBJ];
@ -4503,84 +4502,88 @@ static void P_RelinkPointers(void)
if (!P_SetTarget(&mobj->terrainOverlay, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "terrainOverlay not found on %d\n", mobj->type);
}
if (mobj->player)
{
if ( mobj->player->skybox.viewpoint)
{
temp = (UINT32)(size_t)mobj->player->skybox.viewpoint;
mobj->player->skybox.viewpoint = NULL;
if (!P_SetTarget(&mobj->player->skybox.viewpoint, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "skybox.viewpoint not found on %d\n", mobj->type);
}
if ( mobj->player->skybox.centerpoint)
for (i = 0; i < MAXPLAYERS; i++)
{
temp = (UINT32)(size_t)mobj->player->skybox.centerpoint;
mobj->player->skybox.centerpoint = NULL;
if (!P_SetTarget(&mobj->player->skybox.centerpoint, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "skybox.centerpoint not found on %d\n", mobj->type);
if (!playeringame[i])
continue;
if (players[i].skybox.viewpoint)
{
temp = (UINT32)(size_t)players[i].skybox.viewpoint;
players[i].skybox.viewpoint = NULL;
if (!P_SetTarget(&players[i].skybox.viewpoint, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "skybox.viewpoint not found on player %d\n", i);
}
if ( mobj->player->awayviewmobj)
if (players[i].skybox.centerpoint)
{
temp = (UINT32)(size_t)mobj->player->awayviewmobj;
mobj->player->awayviewmobj = NULL;
if (!P_SetTarget(&mobj->player->awayviewmobj, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "awayviewmobj not found on %d\n", mobj->type);
temp = (UINT32)(size_t)players[i].skybox.centerpoint;
players[i].skybox.centerpoint = NULL;
if (!P_SetTarget(&players[i].skybox.centerpoint, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "skybox.centerpoint not found on player %d\n", i);
}
if (mobj->player->followmobj)
if (players[i].awayviewmobj)
{
temp = (UINT32)(size_t)mobj->player->followmobj;
mobj->player->followmobj = NULL;
if (!P_SetTarget(&mobj->player->followmobj, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "followmobj not found on %d\n", mobj->type);
temp = (UINT32)(size_t)players[i].awayviewmobj;
players[i].awayviewmobj = NULL;
if (!P_SetTarget(&players[i].awayviewmobj, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "awayviewmobj not found on player %d\n", i);
}
if (mobj->player->follower)
if (players[i].followmobj)
{
temp = (UINT32)(size_t)mobj->player->follower;
mobj->player->follower = NULL;
if (!P_SetTarget(&mobj->player->follower, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "follower not found on %d\n", mobj->type);
temp = (UINT32)(size_t)players[i].followmobj;
players[i].followmobj = NULL;
if (!P_SetTarget(&players[i].followmobj, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "followmobj not found on player %d\n", i);
}
if (mobj->player->currentwaypoint)
if (players[i].follower)
{
temp = (UINT32)(size_t)mobj->player->currentwaypoint;
mobj->player->currentwaypoint = K_GetWaypointFromIndex(temp);
if (mobj->player->currentwaypoint == NULL)
temp = (UINT32)(size_t)players[i].follower;
players[i].follower = NULL;
if (!P_SetTarget(&players[i].follower, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "follower not found on player %d\n", i);
}
if (players[i].currentwaypoint)
{
CONS_Debug(DBG_GAMELOGIC, "currentwaypoint not found on %d\n", mobj->type);
temp = (UINT32)(size_t)players[i].currentwaypoint;
players[i].currentwaypoint = K_GetWaypointFromIndex(temp);
if (players[i].currentwaypoint == NULL)
{
CONS_Debug(DBG_GAMELOGIC, "currentwaypoint not found on player %d\n", i);
}
}
if (mobj->player->nextwaypoint)
if (players[i].nextwaypoint)
{
temp = (UINT32)(size_t)mobj->player->nextwaypoint;
mobj->player->nextwaypoint = K_GetWaypointFromIndex(temp);
if (mobj->player->nextwaypoint == NULL)
temp = (UINT32)(size_t)players[i].nextwaypoint;
players[i].nextwaypoint = K_GetWaypointFromIndex(temp);
if (players[i].nextwaypoint == NULL)
{
CONS_Debug(DBG_GAMELOGIC, "nextwaypoint not found on %d\n", mobj->type);
CONS_Debug(DBG_GAMELOGIC, "nextwaypoint not found on player %d\n", i);
}
}
if (mobj->player->respawn.wp)
if (players[i].respawn.wp)
{
temp = (UINT32)(size_t)mobj->player->respawn.wp;
mobj->player->respawn.wp = K_GetWaypointFromIndex(temp);
if (mobj->player->respawn.wp == NULL)
temp = (UINT32)(size_t)players[i].respawn.wp;
players[i].respawn.wp = K_GetWaypointFromIndex(temp);
if (players[i].respawn.wp == NULL)
{
CONS_Debug(DBG_GAMELOGIC, "respawn.wp not found on %d\n", mobj->type);
CONS_Debug(DBG_GAMELOGIC, "respawn.wp not found on player %d\n", i);
}
}
if (mobj->player->hoverhyudoro)
if (players[i].hoverhyudoro)
{
temp = (UINT32)(size_t)mobj->player->hoverhyudoro;
mobj->player->hoverhyudoro = NULL;
if (!P_SetTarget(&mobj->player->hoverhyudoro, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "hoverhyudoro not found on %d\n", mobj->type);
temp = (UINT32)(size_t)players[i].hoverhyudoro;
players[i].hoverhyudoro = NULL;
if (!P_SetTarget(&players[i].hoverhyudoro, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "hoverhyudoro not found on player %d\n", i);
}
if (mobj->player->stumbleIndicator)
if (players[i].stumbleIndicator)
{
temp = (UINT32)(size_t)mobj->player->stumbleIndicator;
mobj->player->stumbleIndicator = NULL;
if (!P_SetTarget(&mobj->player->stumbleIndicator, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "stumbleIndicator not found on %d\n", mobj->type);
}
temp = (UINT32)(size_t)players[i].stumbleIndicator;
players[i].stumbleIndicator = NULL;
if (!P_SetTarget(&players[i].stumbleIndicator, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "stumbleIndicator not found on player %d\n", i);
}
}
}