- refactored the level backup data needed by the serializer into p_saveg.h.
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5 changed files with 32 additions and 16 deletions
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@ -63,6 +63,10 @@
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#include "r_renderer.h"
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#include "serializer.h"
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static TStaticArray<sector_t> loadsectors;
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static TArray<line_t> loadlines;
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static TArray<side_t> loadsides;
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//==========================================================================
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//
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@ -988,4 +992,20 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
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}
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// Create a backup of the map data so the savegame code can toss out all fields that haven't changed in order to reduce processing time and file size.
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void P_BackupMapData()
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{
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loadsectors = level.sectors;
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loadlines.Resize(numlines);
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memcpy(&loadlines[0], lines, numlines * sizeof(line_t));
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loadsides.Resize(numsides);
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memcpy(&loadsides[0], sides, numsides * sizeof(side_t));
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}
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void P_FreeMapDataBackup()
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{
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loadsectors.Clear();
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loadlines.Clear();
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loadsides.Clear();
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}
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