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These were all cases where the parameter was the new value when setting a variable. The variables should always be initialized when that code is reached but it is still better to check the pointers before using them. These were found by @niffiwan.
214 lines
5.6 KiB
C++
214 lines
5.6 KiB
C++
//
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//
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#include "particle.h"
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#include "vecmath.h"
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#include "object.h"
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namespace scripting {
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namespace api {
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particle_h::particle_h() {
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}
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particle_h::particle_h(const particle::WeakParticlePtr& part_p) {
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this->part = part_p;
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}
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particle::WeakParticlePtr particle_h::Get() {
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return this->part;
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}
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bool particle_h::isValid() {
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return !part.expired();
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}
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//**********HANDLE: Particle
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ADE_OBJ(l_Particle, particle_h, "particle", "Handle to a particle");
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ADE_VIRTVAR(Position, l_Particle, "vector", "The current position of the particle (world vector)", "vector", "The current position")
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{
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particle_h *ph = NULL;
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vec3d newVec = vmd_zero_vector;
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if (!ade_get_args(L, "o|o", l_Particle.GetPtr(&ph), l_Vector.Get(&newVec)))
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return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
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if (ph == NULL)
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return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
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if (!ph->isValid())
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return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
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if (ADE_SETTING_VAR)
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{
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ph->Get().lock()->pos = newVec;
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}
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return ade_set_args(L, "o", l_Vector.Set(ph->Get().lock()->pos));
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}
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ADE_VIRTVAR(Velocity, l_Particle, "vector", "The current velocity of the particle (world vector)", "vector", "The current velocity")
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{
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particle_h *ph = NULL;
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vec3d newVec = vmd_zero_vector;
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if (!ade_get_args(L, "o|o", l_Particle.GetPtr(&ph), l_Vector.Get(&newVec)))
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return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
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if (ph == NULL)
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return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
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if (!ph->isValid())
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return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
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if (ADE_SETTING_VAR)
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{
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ph->Get().lock()->velocity = newVec;
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}
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return ade_set_args(L, "o", l_Vector.Set(ph->Get().lock()->velocity));
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}
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ADE_VIRTVAR(Age, l_Particle, "number", "The time this particle already lives", "number", "The current age or -1 on error")
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{
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particle_h *ph = NULL;
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float newAge = -1.0f;
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if (!ade_get_args(L, "o|f", l_Particle.GetPtr(&ph), &newAge))
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return ade_set_error(L, "f", -1.0f);
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if (ph == NULL)
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return ade_set_error(L, "f", -1.0f);
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if (!ph->isValid())
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return ade_set_error(L, "f", -1.0f);
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if (ADE_SETTING_VAR)
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{
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if (newAge >= 0)
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ph->Get().lock()->age = newAge;
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}
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return ade_set_args(L, "f", ph->Get().lock()->age);
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}
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ADE_VIRTVAR(MaximumLife, l_Particle, "number", "The time this particle can live", "number", "The maximal life or -1 on error")
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{
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particle_h *ph = NULL;
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float newLife = -1.0f;
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if (!ade_get_args(L, "o|f", l_Particle.GetPtr(&ph), &newLife))
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return ade_set_error(L, "f", -1.0f);
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if (ph == NULL)
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return ade_set_error(L, "f", -1.0f);
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if (!ph->isValid())
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return ade_set_error(L, "f", -1.0f);
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if (ADE_SETTING_VAR)
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{
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if (newLife >= 0)
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ph->Get().lock()->max_life = newLife;
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}
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return ade_set_args(L, "f", ph->Get().lock()->max_life);
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}
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ADE_VIRTVAR(Looping, l_Particle, "boolean",
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"The looping status of the particle. If a particle loops then it will not be removed when its max_life "
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"value has been reached. Instead its animation will be reset to the start. When the particle should "
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"finally be removed then set this to false and set MaxLife to 0.",
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"boolean", "The looping status")
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{
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particle_h* ph = nullptr;
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bool newloop = false;
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if (!ade_get_args(L, "o|b", l_Particle.GetPtr(&ph), &newloop))
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return ADE_RETURN_FALSE;
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if (ph == nullptr)
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return ADE_RETURN_FALSE;
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if (!ph->isValid())
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return ADE_RETURN_FALSE;
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if (ADE_SETTING_VAR) {
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ph->Get().lock()->looping = newloop;
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}
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return ade_set_args(L, "b", ph->Get().lock()->looping);
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}
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ADE_VIRTVAR(Radius, l_Particle, "number", "The radius of the particle", "number", "The radius or -1 on error")
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{
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particle_h *ph = NULL;
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float newRadius = -1.0f;
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if (!ade_get_args(L, "o|f", l_Particle.GetPtr(&ph), &newRadius))
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return ade_set_error(L, "f", -1.0f);
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if (ph == NULL)
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return ade_set_error(L, "f", -1.0f);
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if (!ph->isValid())
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return ade_set_error(L, "f", -1.0f);
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if (ADE_SETTING_VAR)
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{
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if (newRadius >= 0)
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ph->Get().lock()->radius = newRadius;
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}
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return ade_set_args(L, "f", ph->Get().lock()->radius);
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}
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ADE_VIRTVAR(TracerLength, l_Particle, "number", "The tracer legth of the particle", "number", "The radius or -1 on error")
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{
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particle_h *ph = NULL;
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float newTracer = -1.0f;
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if (!ade_get_args(L, "o|f", l_Particle.GetPtr(&ph), &newTracer))
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return ade_set_error(L, "f", -1.0f);
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if (ph == NULL)
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return ade_set_error(L, "f", -1.0f);
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if (!ph->isValid())
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return ade_set_error(L, "f", -1.0f);
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// tracer_length has been deprecated
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return ade_set_args(L, "f", -1.0f);
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}
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ADE_VIRTVAR(AttachedObject, l_Particle, "object", "The object this particle is attached to. If valid the position will be relativ to this object and the velocity will be ignored.", "object", "Attached object or invalid object handle on error")
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{
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particle_h *ph = NULL;
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object_h *newObj = nullptr;
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if (!ade_get_args(L, "o|o", l_Particle.GetPtr(&ph), l_Object.GetPtr(&newObj)))
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return ade_set_error(L, "o", l_Object.Set(object_h()));
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if (ph == NULL)
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return ade_set_error(L, "o", l_Object.Set(object_h()));
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if (!ph->isValid())
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return ade_set_error(L, "o", l_Object.Set(object_h()));
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if (ADE_SETTING_VAR)
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{
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if (newObj != nullptr && newObj->IsValid())
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ph->Get().lock()->attached_objnum = newObj->objp->signature;
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}
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return ade_set_args(L, "o", l_Object.Set(object_h(&Objects[ph->Get().lock()->attached_objnum])));
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}
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ADE_FUNC(isValid, l_Particle, NULL, "Detects whether this handle is valid", "boolean", "true if valid false if not")
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{
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particle_h *ph = NULL;
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if (!ade_get_args(L, "o", l_Particle.GetPtr(&ph)))
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return ADE_RETURN_FALSE;
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if (ph == NULL)
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return ADE_RETURN_FALSE;
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return ade_set_args(L, "b", ph->isValid());
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}
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}
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}
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