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- fixed: ACS calls need to explicitly pass the level into COPY_AAPTR.
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Unlike from an action function, this can be called with a null actor, which for the player constants still needs to return something valid.
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coelckers committed Feb 7, 2019
1 parent 5af5717 commit bcc1aa9
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Showing 6 changed files with 19 additions and 13 deletions.
8 changes: 6 additions & 2 deletions src/g_shared/actorptrselect.cpp
Expand Up @@ -62,13 +62,12 @@
Only one selector of each type can be used.
*/

AActor *COPY_AAPTR(AActor *origin, int selector)
AActor *COPY_AAPTREX(FLevelLocals *Level, AActor *origin, int selector)
{
if (selector == AAPTR_DEFAULT) return origin;

FTranslatedLineTarget t;

auto Level = origin->Level;
auto AAPTR_RESOLVE_PLAYERNUM = [=](int playernum) -> AActor*
{
return (Level->PlayerInGame(playernum) ? Level->Players[playernum]->mo : nullptr);
Expand Down Expand Up @@ -119,6 +118,11 @@ AActor *COPY_AAPTR(AActor *origin, int selector)
return origin;
}

AActor *COPY_AAPTR(AActor *origin, int selector)
{
if (origin == nullptr) return nullptr;
return COPY_AAPTREX(origin->Level, origin, selector);
}

// [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains.
// It is called from multiple locations.
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3 changes: 2 additions & 1 deletion src/g_shared/actorptrselect.h
Expand Up @@ -64,8 +64,9 @@ enum AAPTR
Only one selector of each type can be used.
*/

struct FLevelLocals;
AActor *COPY_AAPTR(AActor *origin, int selector);

AActor *COPY_AAPTREX(FLevelLocals *Level, AActor *origin, int selector);
enum PTROP
{
PTROP_UNSAFETARGET = 1,
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10 changes: 5 additions & 5 deletions src/p_acs.cpp
Expand Up @@ -5352,7 +5352,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
AActor *ptr = Level->SingleActorFromTID(args[1], activator);
if (argCount > 2)
{
ptr = COPY_AAPTR(ptr, args[2]);
ptr = COPY_AAPTREX(Level, ptr, args[2]);
}
if (ptr == activator) ptr = NULL;
ASSIGN_AAPTR(activator, args[0], ptr, (argCount > 3) ? args[3] : 0);
Expand Down Expand Up @@ -6326,7 +6326,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
actor = Level->SingleActorFromTID(tid1, activator);
AActor * actor2 = tid2 == tid1 ? actor : Level->SingleActorFromTID(tid2, activator);

return COPY_AAPTR(actor, args[0]) == COPY_AAPTR(actor2, args[1]);
return COPY_AAPTREX(Level, actor, args[0]) == COPY_AAPTREX(Level, actor2, args[1]);
}
break;

Expand Down Expand Up @@ -6504,7 +6504,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
int count = argCount >= 4 ? args[3] : 1;
int flags = argCount >= 5 ? args[4] : 0;
int ptr = argCount >= 6 ? args[5] : AAPTR_DEFAULT;
return P_Thing_CheckProximity(actor, classname, distance, count, flags, ptr);
return P_Thing_CheckProximity(Level, actor, classname, distance, count, flags, ptr);
}

case ACSF_CheckActorState:
Expand All @@ -6528,8 +6528,8 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_DamageActor: // [arookas] wrapper around P_DamageMobj
{
// (target, ptr_select1, inflictor, ptr_select2, amount, damagetype)
AActor* target = COPY_AAPTR(Level->SingleActorFromTID(args[0], activator), args[1]);
AActor* inflictor = COPY_AAPTR(Level->SingleActorFromTID(args[2], activator), args[3]);
AActor* target = COPY_AAPTREX(Level, Level->SingleActorFromTID(args[0], activator), args[1]);
AActor* inflictor = COPY_AAPTREX(Level, Level->SingleActorFromTID(args[2], activator), args[3]);
FName damagetype(Level->Behaviors.LookupString(args[5]));
return P_DamageMobj(target, inflictor, inflictor, args[4], damagetype);
}
Expand Down
4 changes: 2 additions & 2 deletions src/p_actionfunctions.cpp
Expand Up @@ -485,7 +485,7 @@ DEFINE_ACTION_FUNCTION(AActor, CountProximity)
}
else
{
ret->SetInt(P_Thing_CheckProximity(self, classname, distance, 0, flags, ptr, true));
ret->SetInt(P_Thing_CheckProximity(self->Level, self, classname, distance, 0, flags, ptr, true));
}
return 1;
}
Expand Down Expand Up @@ -4520,7 +4520,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckProximity)
PARAM_INT(flags);
PARAM_INT(ptr);

ACTION_RETURN_BOOL(!!P_Thing_CheckProximity(self, classname, distance, count, flags, ptr));
ACTION_RETURN_BOOL(!!P_Thing_CheckProximity(self->Level, self, classname, distance, count, flags, ptr));
}

/*===========================================================================
Expand Down
3 changes: 2 additions & 1 deletion src/p_local.h
Expand Up @@ -148,7 +148,8 @@ PClassActor *P_GetSpawnableType(int spawnnum);
void InitSpawnablesFromMapinfo();
int P_Thing_CheckInputNum(player_t *p, int inputnum);
int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch);
int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting = false);
struct FLevelLocals;
int P_Thing_CheckProximity(FLevelLocals *Level, AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting = false);

enum
{
Expand Down
4 changes: 2 additions & 2 deletions src/p_things.cpp
Expand Up @@ -567,9 +567,9 @@ int P_Thing_CheckInputNum(player_t *p, int inputnum)
}
return renum;
}
int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting)
int P_Thing_CheckProximity(FLevelLocals *Level, AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting)
{
AActor *ref = COPY_AAPTR(self, ptr);
AActor *ref = COPY_AAPTREX(Level, self, ptr);

// We need these to check out.
if (!ref || !classname || distance <= 0)
Expand Down

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