From 53d725f78a3550b750d652a62ffe9d8b51dd0e18 Mon Sep 17 00:00:00 2001 From: Misa Date: Tue, 4 Jun 2024 22:52:25 -0700 Subject: [PATCH] Fix regression: Overzealous emitter dupe fix Commit 4f881b9e26131b2cd259337bf81c89104b349c46 fixed a duplication bug where enemy movement types 10 and 12 would keep duplicating itself on every frame if it was spawned outside of the rooms they were supposed to be used in the main game. The downside was that this was an overzealous fix and unintentionally broke some cases that were working before. As brought to my attention by Ally, you can no longer place an edentity with a `p1` of 10 or 12 (translating to movement type 10 or 12) in the proper rooms and have it spawn perfectly working entities (that don't clone on themselves every frame), whereas you could in 2.2. This is considered a regression from 2.3. So the problem here is that the reason the two emitter entities were so dangerous outside their respective rooms is because the entity they spawned (`createentity` entry 1) checked if it was in the correct rooms, and if so, it would call `setenemy`, and `setenemy` would set the `behave` attribute (movement type) correctly, and so the new entity would have a different `behave` that wouldn't be the exact same `behave` as the previous one, so it wouldn't be a duplicate emitter entity. The previous `entityclonefix` worked okay for entry 1, because it would only be run if the room checks failed and `setenemy` wasn't called, but it broke a previously-working case for entry 56, because it was always run for entry 56. So the best way to check if we have a dangerous entity is not by seeing if it is still `behave` 10 or 12 at the end of entity creation - because 10 or 12 could be harmless under the right conditions - but by checking if the right conditions were satisfied, and if not, then neutralize the entity. I considered making the emitter entities work everywhere - which would be simpler - but I didn't want to go too far and add a new feature, especially in a minor release. --- desktop_version/src/Entity.cpp | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/desktop_version/src/Entity.cpp b/desktop_version/src/Entity.cpp index 210145a8..c55e7ea0 100644 --- a/desktop_version/src/Entity.cpp +++ b/desktop_version/src/Entity.cpp @@ -1232,7 +1232,18 @@ static bool gridmatch( int p1, int p2, int p3, int p4, int p11, int p21, int p31 static void entityclonefix(entclass* entity) { - if (entity->behave == 10 || entity->behave == 12) + const bool is_lies_emitter = entity->behave == 10; + const bool is_factory_emitter = entity->behave == 12; + + const bool in_lies_emitter_room = + game.roomx >= 113 && game.roomx <= 117 && game.roomy == 111; + const bool in_factory_emitter_room = + game.roomx == 113 && game.roomy >= 108 && game.roomy <= 110; + + const bool valid = (is_lies_emitter && in_lies_emitter_room) + || (is_factory_emitter && in_factory_emitter_room); + + if (!valid) { /* Fix memory leak */ entity->behave = -1;