- cleaned up switch code and fixed several problems:
* savegames stored an index in the switch table and performed no validation when loading a savegame. * setting of a random switch animation duration was broken. * separated the 2 values stored in the Time variable into 2 separate variables. * defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table. - added function for serializing switch and door animation pointers. - bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code. SVN r3030 (trunk)
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parent
e257c4cb64
commit
0715b7dfc6
17 changed files with 194 additions and 344 deletions
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@ -347,16 +347,8 @@ void P_SerializeWorld (FArchive &arc)
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<< sec->interpolations[0]
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<< sec->interpolations[1]
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<< sec->interpolations[2]
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<< sec->interpolations[3];
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if (SaveVersion < 2492)
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{
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sec->SeqName = NAME_None;
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}
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else
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{
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arc << sec->SeqName;
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}
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<< sec->interpolations[3]
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<< sec->SeqName;
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sec->e->Serialize(arc);
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if (arc.IsStoring ())
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@ -444,15 +436,7 @@ FArchive &operator<< (FArchive &arc, sector_t::splane &p)
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{
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arc << p.xform.xoffs << p.xform.yoffs << p.xform.xscale << p.xform.yscale
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<< p.xform.angle << p.xform.base_yoffs << p.xform.base_angle
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<< p.Flags << p.Light << p.Texture << p.TexZ;
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if (SaveVersion >= 2992)
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{
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arc << p.alpha;
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}
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else
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{
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p.alpha = FRACUNIT;
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}
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<< p.Flags << p.Light << p.Texture << p.TexZ << p.alpha;
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return arc;
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}
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@ -614,15 +598,6 @@ void P_SerializeSubsectors(FArchive &arc)
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}
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else
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{
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if (SaveVersion < 2609)
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{
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if (hasglnodes)
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{
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RecalculateDrawnSubsectors();
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}
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return;
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}
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arc << num_verts << num_subs << num_nodes;
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if (num_verts != numvertexes ||
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num_subs != numsubsectors ||
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