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of course delete[] makes problems for me with 2D array even when i loop on 1D 1st .... so here's my alternative
Signed-off-by: GreYFoXGTi <GreYFoXGTi@GMaiL.CoM>
This commit is contained in:
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526e36f8a0
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31892f7475
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@ -994,7 +994,8 @@ void CCharacter::Tick()
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m_Core.m_HookState = HOOK_RETRACTED;
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m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
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m_Core.m_HookState = HOOK_RETRACTED;
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m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_pTeleOuts[z-1][rand()%(((CGameControllerDDRace*)GameServer()->m_pController)->m_pNumTele[z-1] - 1)];
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int Num = (((CGameControllerDDRace*)GameServer()->m_pController)->m_pNumTele[z-1] - 1);
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m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_pTele2D[z-1][(!Num)?Num:rand() % Num];
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m_Core.m_HookPos = m_Core.m_Pos;
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}
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int evilz = GameServer()->Collision()->IsEvilTeleport(MapIndex);
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@ -1005,7 +1006,8 @@ void CCharacter::Tick()
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m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
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m_Core.m_HookState = HOOK_RETRACTED;
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GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
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m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_pTeleOuts[evilz-1][rand()%(((CGameControllerDDRace*)GameServer()->m_pController)->m_pNumTele[evilz-1] - 1)];
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int Num = (((CGameControllerDDRace*)GameServer()->m_pController)->m_pNumTele[z-1] - 1);
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m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_pTele2D[evilz-1][(!Num)?Num:rand() % Num];
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m_Core.m_HookPos = m_Core.m_Pos;
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m_Core.m_Vel = vec2(0,0);
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}
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@ -15,8 +15,8 @@ CGameControllerDDRace::CGameControllerDDRace(class CGameContext *pGameServer) :
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CGameControllerDDRace::~CGameControllerDDRace()
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{
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delete[] m_pTele1D;
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delete[] m_pNumTele;
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delete[] m_pTeleOuts;
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}
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void CGameControllerDDRace::Tick()
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@ -26,31 +26,29 @@ void CGameControllerDDRace::Tick()
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void CGameControllerDDRace::InitTeleporter()
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{
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int ArraySize = 0;
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m_ArraySize = 0;
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m_TotalTele = 0;
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if(GameServer()->Collision()->Layers()->TeleLayer())
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{
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for(int i = 0; i < GameServer()->Collision()->Layers()->TeleLayer()->m_Width*GameServer()->Collision()->Layers()->TeleLayer()->m_Height; i++)
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{
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// get the array size
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if(GameServer()->Collision()->TeleLayer()[i].m_Number > ArraySize)
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ArraySize = GameServer()->Collision()->TeleLayer()[i].m_Number;
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if(GameServer()->Collision()->TeleLayer()[i].m_Number > m_ArraySize)
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m_ArraySize = GameServer()->Collision()->TeleLayer()[i].m_Number;
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}
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}
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if(!ArraySize)
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if(!m_ArraySize)
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{
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m_pNumTele = 0x0;
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return;
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}
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int *Count;
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m_pNumTele = new int[ArraySize];
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Count = new int[ArraySize];
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m_pTeleOuts = new vec2*[ArraySize];
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mem_zero(m_pTeleOuts, ArraySize*sizeof(vec2));
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mem_zero(m_pNumTele, ArraySize*sizeof(int));
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mem_zero(Count, ArraySize*sizeof(int));
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for (int i = 0; i < ArraySize; ++i)
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m_pNumTele = new int[m_ArraySize];
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Count = new int[m_ArraySize];
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mem_zero(m_pNumTele, m_ArraySize*sizeof(int));
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mem_zero(Count, m_ArraySize*sizeof(int));
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for (int i = 0; i < m_ArraySize; ++i)
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Count[i] = m_pNumTele[i] = 0;
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// Count
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@ -63,16 +61,19 @@ void CGameControllerDDRace::InitTeleporter()
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m_TotalTele++;
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}
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}
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for (int i = 0; i < ArraySize; ++i)
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m_pTele1D = new vec2[m_TotalTele];
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mem_zero(m_pTele1D, m_TotalTele*sizeof(vec2));
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m_pTele2D = &m_pTele1D;
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for (int i = 0; i < m_ArraySize; ++i)
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{
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m_pTeleOuts[i] = new vec2[m_pNumTele[i]];
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mem_zero(m_pTeleOuts[i], m_pNumTele[i]*sizeof(vec2));
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m_pTele2D[i] = new vec2[m_pNumTele[i]];
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mem_zero(m_pTele2D[i], m_pNumTele[i]*sizeof(vec2));
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}
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for(int i = 0; i < GameServer()->Collision()->Layers()->TeleLayer()->m_Width*GameServer()->Collision()->Layers()->TeleLayer()->m_Height; i++)
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{
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if(GameServer()->Collision()->TeleLayer()[i].m_Number > 0 && GameServer()->Collision()->TeleLayer()[i].m_Type == TILE_TELEOUT)
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{
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m_pTeleOuts[GameServer()->Collision()->TeleLayer()[i].m_Number-1][--Count[GameServer()->Collision()->TeleLayer()[i].m_Number-1]] = vec2(i%GameServer()->Collision()->Layers()->TeleLayer()->m_Width*32+16, i/GameServer()->Collision()->Layers()->TeleLayer()->m_Width*32+16);
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m_pTele2D[GameServer()->Collision()->TeleLayer()[i].m_Number-1][--Count[GameServer()->Collision()->TeleLayer()[i].m_Number-1]] = vec2(i%GameServer()->Collision()->Layers()->TeleLayer()->m_Width*32+16, i/GameServer()->Collision()->Layers()->TeleLayer()->m_Width*32+16);
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}
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}
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}
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@ -18,8 +18,10 @@ public:
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CGameTeams m_Teams;
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int *m_pNumTele;
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vec2 **m_pTeleOuts;
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vec2 *m_pTele1D;
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vec2 **m_pTele2D;
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int m_TotalTele;
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int m_ArraySize;
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void InitTeleporter();
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void InitSwitcher();
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