Merge remote-tracking branch 'gzdoom/master' into big_beautiful_merge
This commit is contained in:
commit
3fdd22ef91
1433 changed files with 484787 additions and 9566 deletions
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@ -603,7 +603,7 @@ void FLevelLocals::SerializeSounds(FSerializer &arc)
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void FLevelLocals::SerializePlayers(FSerializer &arc, bool skipload)
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{
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int numPlayers, numPlayersNow;
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int i;
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unsigned int i;
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// Count the number of players present right now.
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for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i)
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@ -690,7 +690,7 @@ void FLevelLocals::ReadOnePlayer(FSerializer &arc, bool fromHub)
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player_t temp = {};
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temp.Serialize(arc);
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for (int i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (!PlayerInGame(i))
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continue;
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@ -734,8 +734,7 @@ void FLevelLocals::ReadMultiplePlayers(FSerializer &arc, int numPlayers, bool fr
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{
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TArray<NetworkPlayerInfo> tempPlayers = {};
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tempPlayers.Reserve(numPlayers);
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TArray<bool> assignedPlayers = {};
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assignedPlayers.Reserve(MAXPLAYERS);
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bool assignedPlayers[MAXPLAYERS] = {};
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// Read all the save game players into a temporary array
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for (auto& p : tempPlayers)
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@ -752,7 +751,7 @@ void FLevelLocals::ReadMultiplePlayers(FSerializer &arc, int numPlayers, bool fr
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// based on their names. If two players in the savegame have the
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// same name, then they are assigned to players in the current game
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// on a first-come, first-served basis.
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for (int i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (!PlayerInGame(i))
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continue;
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@ -781,7 +780,7 @@ void FLevelLocals::ReadMultiplePlayers(FSerializer &arc, int numPlayers, bool fr
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// Any players that didn't have matching names are assigned to existing
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// players on a first-come, first-served basis.
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for (int i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (!PlayerInGame(i) || assignedPlayers[i])
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continue;
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@ -894,7 +893,7 @@ void FLevelLocals::SpawnExtraPlayers()
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{
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// If there are more players now than there were in the savegame,
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// be sure to spawn the extra players.
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int i;
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unsigned int i;
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if (deathmatch || !isPrimaryLevel())
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{
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@ -949,6 +948,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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if (arc.isReading())
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{
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Thinkers.DestroyAllThinkers();
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ClientsideThinkers.DestroyAllThinkers();
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interpolator.ClearInterpolations();
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arc.ReadObjects(hubload);
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// If there have been object deserialization errors we must absolutely not continue here because scripted objects can do unpredictable things.
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@ -964,6 +964,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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("fadeto", fadeto)
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("skyspeed1", skyspeed1)
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("skyspeed2", skyspeed2)
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("skymistspeed", skymistspeed)
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("found_secrets", found_secrets)
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("found_items", found_items)
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("killed_monsters", killed_monsters)
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@ -977,9 +978,12 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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("totaltime", i)
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("skytexture1", skytexture1)
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("skytexture2", skytexture2)
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("skymisttexture", skymisttexture)
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("fogdensity", fogdensity)
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("outsidefogdensity", outsidefogdensity)
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("skyfog", skyfog)
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("thickfogdistance", thickfogdistance)
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("thickfogmultiplier", thickfogmultiplier)
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("deathsequence", deathsequence)
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("bodyqueslot", bodyqueslot)
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("spawnindex", spawnindex)
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@ -993,7 +997,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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("interpolator", interpolator)
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("frozenstate", frozenstate)
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("visualthinkerhead", VisualThinkerHead)
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("actorbehaviors", ActorBehaviors)
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("suncolor", SunColor)
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("sundirection", SunDirection)
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("sunintensity", SunIntensity);
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@ -1051,7 +1055,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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{
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P_Recalculate3DFloors(&sec);
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}
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for (int i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (PlayerInGame(i) && Players[i]->mo != nullptr)
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{
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@ -1130,7 +1134,7 @@ void FLevelLocals::UnSnapshotLevel(bool hubLoad)
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next = it.Next();
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if (pawn->player == nullptr || pawn->player->mo == nullptr || !PlayerInGame(pawn->player))
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{
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int i;
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unsigned int i;
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// If this isn't the unmorphed original copy of a player, destroy it, because it's extra.
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for (i = 0; i < MAXPLAYERS; ++i)
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