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:
toaster 2023-07-18 15:50:39 +01:00
parent e6619df2d4
commit ce08ac0f33
4 changed files with 73 additions and 35 deletions

View file

@ -2775,20 +2775,36 @@ void CL_ClearPlayer(INT32 playernum)
K_RemoveFollower(&players[playernum]);
}
if (players[playernum].mo)
{
P_RemoveMobj(players[playernum].mo);
P_SetTarget(&players[playernum].mo, NULL);
#define PlayerPointerRemove(field) \
if (field) \
{ \
P_RemoveMobj(field); \
P_SetTarget(&field, NULL); \
}
// These are mostly subservient to the player, and may not clean themselves up.
PlayerPointerRemove(players[playernum].mo);
PlayerPointerRemove(players[playernum].followmobj);
PlayerPointerRemove(players[playernum].stumbleIndicator);
PlayerPointerRemove(players[playernum].sliptideZipIndicator);
#undef PlayerPointerRemove
// These have thinkers of their own.
P_SetTarget(&players[playernum].whip, NULL);
P_SetTarget(&players[playernum].hand, NULL);
P_SetTarget(&players[playernum].hoverhyudoro, NULL);
P_SetTarget(&players[playernum].ringShooter, NULL);
// TODO: Any better handling in store?
P_SetTarget(&players[playernum].flickyAttacker, NULL);
P_SetTarget(&players[playernum].powerup.flickyController, NULL);
// These are camera items and possibly belong to multiple players.
P_SetTarget(&players[playernum].skybox.viewpoint, NULL);
P_SetTarget(&players[playernum].skybox.centerpoint, NULL);
P_SetTarget(&players[playernum].awayview.mobj, NULL);
P_SetTarget(&players[playernum].followmobj, NULL);
P_SetTarget(&players[playernum].hoverhyudoro, NULL);
P_SetTarget(&players[playernum].stumbleIndicator, NULL);
P_SetTarget(&players[playernum].sliptideZipIndicator, NULL);
P_SetTarget(&players[playernum].ringShooter, NULL);
}
// Handle parties.

View file

@ -2455,10 +2455,8 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
INT32 followerskin;
UINT16 followercolor;
mobj_t *follower; // old follower, will probably be removed by the time we're dead but you never know.
mobj_t *hoverhyudoro;
mobj_t *skyboxviewpoint;
mobj_t *skyboxcenterpoint;
mobj_t *ringShooter, *hoverhyudoro;
mobj_t *skyboxviewpoint, *skyboxcenterpoint;
INT32 charflags;
UINT32 followitem;
@ -2677,22 +2675,40 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
if (!betweenmaps)
{
follower = players[player].follower;
P_SetTarget(&players[player].follower, NULL);
P_SetTarget(&players[player].awayview.mobj, NULL);
P_SetTarget(&players[player].stumbleIndicator, NULL);
K_RemoveFollower(&players[player]);
#define PlayerPointerRemove(field) \
if (field) \
{ \
P_RemoveMobj(field); \
P_SetTarget(&field, NULL); \
}
// These are mostly subservient to the player, and may not clean themselves up.
PlayerPointerRemove(players[player].followmobj);
PlayerPointerRemove(players[player].stumbleIndicator);
PlayerPointerRemove(players[player].sliptideZipIndicator);
#undef PlayerPointerRemove
// These will erase themselves.
P_SetTarget(&players[player].whip, NULL);
P_SetTarget(&players[player].hand, NULL);
P_SetTarget(&players[player].ringShooter, NULL);
P_SetTarget(&players[player].followmobj, NULL);
// TODO: Any better handling in store?
P_SetTarget(&players[player].awayview.mobj, NULL);
P_SetTarget(&players[player].flickyAttacker, NULL);
P_SetTarget(&players[player].powerup.flickyController, NULL);
// The following pointers are safe to set directly, because the end goal should be refcount consistency before and after remanifestation.
ringShooter = players[player].ringShooter;
hoverhyudoro = players[player].hoverhyudoro;
skyboxviewpoint = players[player].skybox.viewpoint;
skyboxcenterpoint = players[player].skybox.centerpoint;
}
else
{
follower = hoverhyudoro = NULL;
ringShooter = hoverhyudoro = NULL;
skyboxviewpoint = skyboxcenterpoint = NULL;
}
@ -2769,9 +2785,8 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
if (saveroundconditions)
memcpy(&p->roundconditions, &roundconditions, sizeof (p->roundconditions));
if (follower)
P_RemoveMobj(follower);
// See above comment about refcount consistency.
p->ringShooter = ringShooter;
p->hoverhyudoro = hoverhyudoro;
p->skybox.viewpoint = skyboxviewpoint;
p->skybox.centerpoint = skyboxcenterpoint;

View file

@ -8065,9 +8065,6 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
if (player->guardCooldown)
player->guardCooldown--;
if (player->whip && P_MobjWasRemoved(player->whip))
P_SetTarget(&player->whip, NULL);
if (player->startboost > 0 && onground == true)
{
@ -8326,15 +8323,6 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
player->tripwireState = TRIPSTATE_NONE;
}
if (player->hand && P_MobjWasRemoved(player->hand))
P_SetTarget(&player->hand, NULL);
if (player->flickyAttacker && P_MobjWasRemoved(player->flickyAttacker))
P_SetTarget(&player->flickyAttacker, NULL);
if (player->powerup.flickyController && P_MobjWasRemoved(player->powerup.flickyController))
P_SetTarget(&player->powerup.flickyController, NULL);
if (player->spectator == false)
{
K_KartEbrakeVisuals(player);

View file

@ -4249,6 +4249,25 @@ void P_PlayerThink(player_t *player)
player->playerstate = PST_DEAD;
}
// Erasing invalid player pointers
{
#define PlayerPointerErase(field) \
if (field && P_MobjWasRemoved(field)) \
P_SetTarget(&field, NULL); \
PlayerPointerErase(player->followmobj);
PlayerPointerErase(player->stumbleIndicator);
PlayerPointerErase(player->sliptideZipIndicator);
PlayerPointerErase(player->whip);
PlayerPointerErase(player->hand);
PlayerPointerErase(player->ringShooter);
PlayerPointerErase(player->hoverhyudoro);
PlayerPointerErase(player->flickyAttacker);
PlayerPointerErase(player->powerup.flickyController);
#undef PlayerPointerErase
}
player->old_drawangle = player->drawangle;
P_TickAltView(&player->awayview);