- moved sound sequence head of list into FLevelLocals.

This commit is contained in:
Christoph Oelckers 2019-01-28 23:53:40 +01:00
commit 50d59e99cb
9 changed files with 67 additions and 62 deletions

View file

@ -528,7 +528,6 @@ FSerializer &Serialize(FSerializer &arc, const char *key, zone_t &z, zone_t *def
void P_SerializeSounds(FLevelLocals *Level, FSerializer &arc)
{
S_SerializeSounds(arc);
DSeqNode::SerializeSequences (arc);
const char *name = NULL;
uint8_t order;
float musvol = Level->MusicVolume;
@ -931,6 +930,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
DThinker::DestroyAllThinkers();
interpolator.ClearInterpolations();
arc.ReadObjects(hubload);
ActiveSequences = 0;
}
arc("multiplayer", multiplayer);
@ -966,7 +966,8 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
("scrolls", Scrolls)
("automap", automap)
("interpolator", interpolator)
("frozenstate", frozenstate);
("frozenstate", frozenstate)
("sndseqlisthead", SequenceListHead);
// Hub transitions must keep the current total time
@ -1022,7 +1023,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
FWeaponSlots::SetupWeaponSlots(players[i].mo);
}
}
AActor::RecreateAllAttachedLights();
AActor::RecreateAllAttachedLights();
InitPortalGroups(this);
automap->UpdateShowAllLines();