- refactored sector portal data so that it does not rely on actors.
This is necessary because otherwise the level data cannot be serialized before the actors.
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23 changed files with 410 additions and 284 deletions
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@ -384,6 +384,15 @@ size_t DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
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changed += players[i].FixPointers (old, notOld);
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}
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for (auto &s : sectorPortals)
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{
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if (s.mSkybox == old)
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{
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s.mSkybox = static_cast<ASkyViewpoint*>(notOld);
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changed++;
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}
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}
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// Go through sectors.
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if (sectors != NULL)
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{
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@ -392,8 +401,6 @@ size_t DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
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#define SECTOR_CHECK(f,t) \
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if (sectors[i].f.p == static_cast<t *>(old)) { sectors[i].f = static_cast<t *>(notOld); changed++; }
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SECTOR_CHECK( SoundTarget, AActor );
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SECTOR_CHECK( SkyBoxes[sector_t::ceiling], ASkyViewpoint );
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SECTOR_CHECK( SkyBoxes[sector_t::floor], ASkyViewpoint );
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SECTOR_CHECK( SecActTarget, ASectorAction );
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SECTOR_CHECK( floordata, DSectorEffect );
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SECTOR_CHECK( ceilingdata, DSectorEffect );
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