This fixes some thinkers never being removed due to having
negative reference counts.
And here's a breakdown of why the old code could produce
negative reference counts:
Consider P_CheckPosition. This function calls P_SetTarget
on tm.thing but does not call P_RestoreTMStruct. This
means that tm.thing will not be NULL the next P_SetTarget
is called on it. What are the implications of this?
Consider the following series of events:
- P_CheckPosition is called, tm.thing != NULL afterward
- Another function saves the tm struct and sets tm.thing to a different mobj
- - the old tm.thing will have its references decremented
- - the new tm.thing will have its references incremented
- This function calls P_RestoreTMStruct
What should happen when P_RestoreTMStruct is called? The
*new* tm.thing should have its references *decremented*
and the *old* tm.thing should its references
*incremented*, of course, for symmetry with P_SetTarget.
The old code correctly decremented new tm.thing's
references but did not increment old tm.thing's
references.
Gremlins happened whenever P_TryMove and P_SlideMove/P_BounceMove disagreed on what an object collided with. When TryMove said you collided with a line, but P_BounceMove said that you didn't, then you'd get gremlin'd.
To fix this, P_TryMove now can edit a struct to contain information on what it collides with. P_SlideMove and P_BounceMove no longer try to detect walls on their own and now requires this result from P_TryMove. If a slide/bounce is needed without moving the object, then you'd want to use P_CheckMove to get the result.
Nep Note: I tried implementing lua support, its probably shit lmao
This makes it significantly easier to save/restore the state of these variables, whenever we need to do so for calling movement functions in the middle of other movement functions. This will also make it easier to move it out of global variable hell if desired later.