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Peds: Efforts to find the reason of crashes on GCC 7.5.0
* Prevent deleted peds to be in nearPeds list (was always needed, might be unrelated to crashes) * Add asserts to nearPeds and PedIK ctor (crash reasons) * Shouldn't fix reported crashes since they were caused by null peds.
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4 changed files with 30 additions and 7 deletions
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@ -644,9 +644,6 @@ CCopPed::ProcessControl(void)
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int numCopsNear = 0;
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int numCopsNear = 0;
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for (int i = 0; i < player->m_numNearPeds; ++i) {
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for (int i = 0; i < player->m_numNearPeds; ++i) {
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CPed *nearPed = player->m_nearPeds[i];
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CPed *nearPed = player->m_nearPeds[i];
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#ifdef FIX_BUGS
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if (nearPed)
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#endif
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if (nearPed->m_nPedType == PEDTYPE_COP && nearPed->m_nPedState != PED_DEAD)
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if (nearPed->m_nPedType == PEDTYPE_COP && nearPed->m_nPedState != PED_DEAD)
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++numCopsNear;
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++numCopsNear;
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}
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}
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@ -403,6 +403,30 @@ CPed::~CPed(void)
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CPopulation::NumMiamiViceCops--;
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CPopulation::NumMiamiViceCops--;
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CPopulation::UpdatePedCount((ePedType)m_nPedType, true);
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CPopulation::UpdatePedCount((ePedType)m_nPedType, true);
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DMAudio.DestroyEntity(m_audioEntityId);
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DMAudio.DestroyEntity(m_audioEntityId);
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// Because of the nature of ped lists in GTA, it can sometimes be outdated.
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// Remove ourself from nearPeds list of the Peds in our nearPeds list.
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#ifdef FIX_BUGS
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for(int i = 0; i < m_numNearPeds; i++) {
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CPed *nearPed = m_nearPeds[i];
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assert(nearPed != nil);
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if (!nearPed->IsPointerValid())
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continue;
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for(int j = 0; j < nearPed->m_numNearPeds;) {
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assert(j == ARRAY_SIZE(m_nearPeds) - 1 || nearPed->m_nearPeds[j] || !nearPed->m_nearPeds[j+1]); // ensure nil comes after nil
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if (nearPed->m_nearPeds[j] == this) {
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for (int k = j; k < ARRAY_SIZE(m_nearPeds) - 1; k++) {
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nearPed->m_nearPeds[k] = nearPed->m_nearPeds[k + 1];
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nearPed->m_nearPeds[k + 1] = nil;
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}
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nearPed->m_numNearPeds--;
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} else
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j++;
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}
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}
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#endif
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}
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}
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void
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void
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@ -519,13 +543,15 @@ CPed::BuildPedLists(void)
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removePed = true;
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removePed = true;
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}
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}
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}
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}
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assert(i == ARRAY_SIZE(m_nearPeds) - 1 || m_nearPeds[i] || !m_nearPeds[i+1]); // ensure nil comes after nil
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if (removePed) {
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if (removePed) {
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// If we arrive here, the ped we're checking isn't "near", so we should remove it.
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// If we arrive here, the ped we're checking isn't "near", so we should remove it.
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for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) {
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for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) {
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m_nearPeds[j] = m_nearPeds[j + 1];
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m_nearPeds[j] = m_nearPeds[j + 1];
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m_nearPeds[j + 1] = nil;
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m_nearPeds[j + 1] = nil;
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}
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}
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// Above loop won't work on last slot, so we need to empty it.
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m_nearPeds[ARRAY_SIZE(m_nearPeds) - 1] = nil;
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m_nearPeds[ARRAY_SIZE(m_nearPeds) - 1] = nil;
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m_numNearPeds--;
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m_numNearPeds--;
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} else
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} else
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@ -17,9 +17,9 @@ const RwV3d XaxisIK = { 1.0f, 0.0f, 0.0f};
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const RwV3d YaxisIK = { 0.0f, 1.0f, 0.0f};
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const RwV3d YaxisIK = { 0.0f, 1.0f, 0.0f};
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const RwV3d ZaxisIK = { 0.0f, 0.0f, 1.0f};
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const RwV3d ZaxisIK = { 0.0f, 0.0f, 1.0f};
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CPedIK::CPedIK(CPed *ped)
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CPedIK::CPedIK(CPed *ped) : m_ped(ped)
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{
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{
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m_ped = ped;
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assert(ped != nil);
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m_flags = 0;
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m_flags = 0;
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m_headOrient.yaw = 0.0f;
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m_headOrient.yaw = 0.0f;
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m_headOrient.pitch = 0.0f;
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m_headOrient.pitch = 0.0f;
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@ -34,7 +34,7 @@ public:
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AIMS_WITH_ARM = 4,
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AIMS_WITH_ARM = 4,
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};
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};
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CPed *m_ped;
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CPed *Const m_ped;
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LimbOrientation m_headOrient;
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LimbOrientation m_headOrient;
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LimbOrientation m_torsoOrient;
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LimbOrientation m_torsoOrient;
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LimbOrientation m_upperArmOrient;
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LimbOrientation m_upperArmOrient;
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