Don't tie restoring mobj/waypoint pointers on player struct to existence of player object
b573b6efbc
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ddc3ee5595
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be5d651d1e
1 changed files with 40 additions and 38 deletions
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@ -3894,7 +3894,6 @@ static void P_NetUnArchiveThinkers(void)
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// remove all the current thinkers
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for (i = 0; i < NUM_THINKERLISTS; i++)
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{
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currentthinker = thlist[i].next;
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for (currentthinker = thlist[i].next; currentthinker != &thlist[i]; currentthinker = next)
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{
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next = currentthinker->next;
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@ -4238,7 +4237,7 @@ static void P_RelinkPointers(void)
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{
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thinker_t *currentthinker;
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mobj_t *mobj;
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UINT32 temp;
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UINT32 temp, i;
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// use info field (value = oldposition) to relink mobjs
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for (currentthinker = thlist[THINK_MOBJ].next; currentthinker != &thlist[THINK_MOBJ];
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@ -4305,59 +4304,62 @@ static void P_RelinkPointers(void)
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if (!P_SetTarget(&mobj->terrainOverlay, P_FindNewPosition(temp)))
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CONS_Debug(DBG_GAMELOGIC, "terrainOverlay not found on %d\n", mobj->type);
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}
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if (mobj->player)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if ( mobj->player->skybox.viewpoint)
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if (!playeringame[i])
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continue;
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if ( players[i].skybox.viewpoint)
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{
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temp = (UINT32)(size_t)mobj->player->skybox.viewpoint;
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mobj->player->skybox.viewpoint = NULL;
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if (!P_SetTarget(&mobj->player->skybox.viewpoint, P_FindNewPosition(temp)))
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CONS_Debug(DBG_GAMELOGIC, "skybox.viewpoint not found on %d\n", mobj->type);
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temp = (UINT32)(size_t)players[i].skybox.viewpoint;
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players[i].skybox.viewpoint = NULL;
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if (!P_SetTarget(&players[i].skybox.viewpoint, P_FindNewPosition(temp)))
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CONS_Debug(DBG_GAMELOGIC, "skybox.viewpoint not found on player %d\n", i);
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}
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if ( mobj->player->skybox.centerpoint)
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if ( players[i].skybox.centerpoint)
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{
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temp = (UINT32)(size_t)mobj->player->skybox.centerpoint;
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mobj->player->skybox.centerpoint = NULL;
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if (!P_SetTarget(&mobj->player->skybox.centerpoint, P_FindNewPosition(temp)))
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CONS_Debug(DBG_GAMELOGIC, "skybox.centerpoint not found on %d\n", mobj->type);
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temp = (UINT32)(size_t)players[i].skybox.centerpoint;
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players[i].skybox.centerpoint = NULL;
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if (!P_SetTarget(&players[i].skybox.centerpoint, P_FindNewPosition(temp)))
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CONS_Debug(DBG_GAMELOGIC, "skybox.centerpoint not found on plyer %d\n", i);
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}
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if ( mobj->player->awayviewmobj)
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if ( players[i].awayviewmobj)
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{
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temp = (UINT32)(size_t)mobj->player->awayviewmobj;
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mobj->player->awayviewmobj = NULL;
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if (!P_SetTarget(&mobj->player->awayviewmobj, P_FindNewPosition(temp)))
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CONS_Debug(DBG_GAMELOGIC, "awayviewmobj not found on %d\n", mobj->type);
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temp = (UINT32)(size_t)players[i].awayviewmobj;
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players[i].awayviewmobj = NULL;
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if (!P_SetTarget(&players[i].awayviewmobj, P_FindNewPosition(temp)))
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CONS_Debug(DBG_GAMELOGIC, "awayviewmobj not found on player %d\n", i);
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}
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if (mobj->player->followmobj)
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if (players[i].followmobj)
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{
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temp = (UINT32)(size_t)mobj->player->followmobj;
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mobj->player->followmobj = NULL;
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if (!P_SetTarget(&mobj->player->followmobj, P_FindNewPosition(temp)))
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CONS_Debug(DBG_GAMELOGIC, "followmobj not found on %d\n", mobj->type);
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temp = (UINT32)(size_t)players[i].followmobj;
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players[i].followmobj = NULL;
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if (!P_SetTarget(&players[i].followmobj, P_FindNewPosition(temp)))
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CONS_Debug(DBG_GAMELOGIC, "followmobj not found on player %d\n", i);
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}
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if (mobj->player->follower)
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if (players[i].follower)
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{
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temp = (UINT32)(size_t)mobj->player->follower;
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mobj->player->follower = NULL;
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if (!P_SetTarget(&mobj->player->follower, P_FindNewPosition(temp)))
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CONS_Debug(DBG_GAMELOGIC, "follower not found on %d\n", mobj->type);
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temp = (UINT32)(size_t)players[i].follower;
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players[i].follower = NULL;
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if (!P_SetTarget(&players[i].follower, P_FindNewPosition(temp)))
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CONS_Debug(DBG_GAMELOGIC, "follower not found on player %d\n", i);
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}
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if (mobj->player->currentwaypoint)
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if (players[i].currentwaypoint)
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{
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temp = (UINT32)(size_t)mobj->player->currentwaypoint;
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mobj->player->currentwaypoint = K_GetWaypointFromIndex(temp);
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if (mobj->player->currentwaypoint == NULL)
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temp = (UINT32)(size_t)players[i].currentwaypoint;
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players[i].currentwaypoint = K_GetWaypointFromIndex(temp);
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if (players[i].currentwaypoint == NULL)
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{
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CONS_Debug(DBG_GAMELOGIC, "currentwaypoint not found on %d\n", mobj->type);
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CONS_Debug(DBG_GAMELOGIC, "currentwaypoint not found on player %d\n", i);
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}
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}
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if (mobj->player->nextwaypoint)
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if (players[i].nextwaypoint)
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{
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temp = (UINT32)(size_t)mobj->player->nextwaypoint;
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mobj->player->nextwaypoint = K_GetWaypointFromIndex(temp);
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if (mobj->player->nextwaypoint == NULL)
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temp = (UINT32)(size_t)players[i].nextwaypoint;
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players[i].nextwaypoint = K_GetWaypointFromIndex(temp);
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if (players[i].nextwaypoint == NULL)
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{
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CONS_Debug(DBG_GAMELOGIC, "nextwaypoint not found on %d\n", mobj->type);
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CONS_Debug(DBG_GAMELOGIC, "nextwaypoint not found on player %d\n", i);
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}
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}
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}
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