- handle slope things through new definition tables as well. Since these get processed outside P_SpawnMapThing it required some restructuring so that the actual spawn data is present when slope things get processed.
- removed FMapThing::Serialize because it isn't used anywhere - it was rather broken anyway.
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10 changed files with 140 additions and 116 deletions
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@ -45,20 +45,31 @@
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const char *SpecialMapthingNames[] = {
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"$PLAYER1START",
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"$PLAYER2START",
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"$PLAYER3START",
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"$PLAYER4START",
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"$PLAYER5START",
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"$PLAYER6START",
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"$PLAYER7START",
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"$PLAYER8START",
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"$DEATHMATCHSTART",
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"$SSEQOVERRIDE",
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"$POLYANCHOR",
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"$POLYSPAWN",
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"$POLYSPAWNCRUSH",
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"$POLYSPAWNHURT"
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"$Player1Start",
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"$Player2Start",
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"$Player3Start",
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"$Player4Start",
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"$Player5Start",
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"$Player6Start",
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"$Player7Start",
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"$Player8Start",
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"$DeathmatchStart",
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"$SSeqOverride",
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"$PolyAnchor",
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"$PolySpawn",
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"$PolySpawnCrush",
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"$PolySpawnHurt",
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"$SlopeFloorPointLine",
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"$SlopeCeilingPointLine",
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"$SetFloorSlope",
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"$SetCeilingSlope",
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"$VavoomFloor",
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"$VavoomCeiling",
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"$CopyFloorPlane",
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"$CopyCeilingPlane",
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"$VertexFloorZ",
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"$VertexCeilingZ",
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};
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//==========================================================================
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//
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