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https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
General tidy of mobj_t pointers on player_t struct
- CL_ClearPlayer
- Delete followmobj, stumbleIndicator, and sliptideZipIndicator
- Wipe flickyAttacker and powerup.flickyController
- G_PlayerReborn
- Properly destroy the Follower and its bubble overlays, etc
- Ensure ringShooter pointer is kept
- Delete followmobj, stumbleIndicator, and sliptideZipIndicator
- Wipe flickyAttacker and powerup.flickyController
- P_PlayerThink
- Ensure all invalid pointers are erased, even on hitlag frames
This commit is contained in:
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e6619df2d4
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ce08ac0f33
4 changed files with 73 additions and 35 deletions
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@ -2775,20 +2775,36 @@ void CL_ClearPlayer(INT32 playernum)
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K_RemoveFollower(&players[playernum]);
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}
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if (players[playernum].mo)
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{
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P_RemoveMobj(players[playernum].mo);
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P_SetTarget(&players[playernum].mo, NULL);
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#define PlayerPointerRemove(field) \
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if (field) \
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{ \
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P_RemoveMobj(field); \
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P_SetTarget(&field, NULL); \
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}
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// These are mostly subservient to the player, and may not clean themselves up.
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PlayerPointerRemove(players[playernum].mo);
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PlayerPointerRemove(players[playernum].followmobj);
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PlayerPointerRemove(players[playernum].stumbleIndicator);
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PlayerPointerRemove(players[playernum].sliptideZipIndicator);
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#undef PlayerPointerRemove
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// These have thinkers of their own.
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P_SetTarget(&players[playernum].whip, NULL);
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P_SetTarget(&players[playernum].hand, NULL);
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P_SetTarget(&players[playernum].hoverhyudoro, NULL);
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P_SetTarget(&players[playernum].ringShooter, NULL);
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// TODO: Any better handling in store?
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P_SetTarget(&players[playernum].flickyAttacker, NULL);
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P_SetTarget(&players[playernum].powerup.flickyController, NULL);
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// These are camera items and possibly belong to multiple players.
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P_SetTarget(&players[playernum].skybox.viewpoint, NULL);
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P_SetTarget(&players[playernum].skybox.centerpoint, NULL);
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P_SetTarget(&players[playernum].awayview.mobj, NULL);
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P_SetTarget(&players[playernum].followmobj, NULL);
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P_SetTarget(&players[playernum].hoverhyudoro, NULL);
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P_SetTarget(&players[playernum].stumbleIndicator, NULL);
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P_SetTarget(&players[playernum].sliptideZipIndicator, NULL);
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P_SetTarget(&players[playernum].ringShooter, NULL);
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}
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// Handle parties.
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43
src/g_game.c
43
src/g_game.c
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@ -2455,10 +2455,8 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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INT32 followerskin;
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UINT16 followercolor;
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mobj_t *follower; // old follower, will probably be removed by the time we're dead but you never know.
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mobj_t *hoverhyudoro;
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mobj_t *skyboxviewpoint;
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mobj_t *skyboxcenterpoint;
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mobj_t *ringShooter, *hoverhyudoro;
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mobj_t *skyboxviewpoint, *skyboxcenterpoint;
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INT32 charflags;
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UINT32 followitem;
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@ -2677,22 +2675,40 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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if (!betweenmaps)
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{
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follower = players[player].follower;
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P_SetTarget(&players[player].follower, NULL);
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P_SetTarget(&players[player].awayview.mobj, NULL);
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P_SetTarget(&players[player].stumbleIndicator, NULL);
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K_RemoveFollower(&players[player]);
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#define PlayerPointerRemove(field) \
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if (field) \
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{ \
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P_RemoveMobj(field); \
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P_SetTarget(&field, NULL); \
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}
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// These are mostly subservient to the player, and may not clean themselves up.
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PlayerPointerRemove(players[player].followmobj);
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PlayerPointerRemove(players[player].stumbleIndicator);
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PlayerPointerRemove(players[player].sliptideZipIndicator);
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#undef PlayerPointerRemove
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// These will erase themselves.
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P_SetTarget(&players[player].whip, NULL);
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P_SetTarget(&players[player].hand, NULL);
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P_SetTarget(&players[player].ringShooter, NULL);
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P_SetTarget(&players[player].followmobj, NULL);
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// TODO: Any better handling in store?
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P_SetTarget(&players[player].awayview.mobj, NULL);
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P_SetTarget(&players[player].flickyAttacker, NULL);
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P_SetTarget(&players[player].powerup.flickyController, NULL);
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// The following pointers are safe to set directly, because the end goal should be refcount consistency before and after remanifestation.
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ringShooter = players[player].ringShooter;
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hoverhyudoro = players[player].hoverhyudoro;
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skyboxviewpoint = players[player].skybox.viewpoint;
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skyboxcenterpoint = players[player].skybox.centerpoint;
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}
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else
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{
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follower = hoverhyudoro = NULL;
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ringShooter = hoverhyudoro = NULL;
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skyboxviewpoint = skyboxcenterpoint = NULL;
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}
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@ -2769,9 +2785,8 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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if (saveroundconditions)
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memcpy(&p->roundconditions, &roundconditions, sizeof (p->roundconditions));
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if (follower)
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P_RemoveMobj(follower);
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// See above comment about refcount consistency.
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p->ringShooter = ringShooter;
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p->hoverhyudoro = hoverhyudoro;
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p->skybox.viewpoint = skyboxviewpoint;
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p->skybox.centerpoint = skyboxcenterpoint;
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12
src/k_kart.c
12
src/k_kart.c
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@ -8065,9 +8065,6 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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if (player->guardCooldown)
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player->guardCooldown--;
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if (player->whip && P_MobjWasRemoved(player->whip))
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P_SetTarget(&player->whip, NULL);
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if (player->startboost > 0 && onground == true)
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{
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@ -8326,15 +8323,6 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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player->tripwireState = TRIPSTATE_NONE;
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}
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if (player->hand && P_MobjWasRemoved(player->hand))
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P_SetTarget(&player->hand, NULL);
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if (player->flickyAttacker && P_MobjWasRemoved(player->flickyAttacker))
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P_SetTarget(&player->flickyAttacker, NULL);
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if (player->powerup.flickyController && P_MobjWasRemoved(player->powerup.flickyController))
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P_SetTarget(&player->powerup.flickyController, NULL);
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if (player->spectator == false)
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{
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K_KartEbrakeVisuals(player);
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19
src/p_user.c
19
src/p_user.c
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@ -4249,6 +4249,25 @@ void P_PlayerThink(player_t *player)
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player->playerstate = PST_DEAD;
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}
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// Erasing invalid player pointers
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{
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#define PlayerPointerErase(field) \
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if (field && P_MobjWasRemoved(field)) \
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P_SetTarget(&field, NULL); \
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PlayerPointerErase(player->followmobj);
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PlayerPointerErase(player->stumbleIndicator);
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PlayerPointerErase(player->sliptideZipIndicator);
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PlayerPointerErase(player->whip);
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PlayerPointerErase(player->hand);
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PlayerPointerErase(player->ringShooter);
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PlayerPointerErase(player->hoverhyudoro);
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PlayerPointerErase(player->flickyAttacker);
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PlayerPointerErase(player->powerup.flickyController);
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#undef PlayerPointerErase
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}
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player->old_drawangle = player->drawangle;
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P_TickAltView(&player->awayview);
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