- moved main polyobject array into FLevelLocals and simplified the setup process to not depend on P_SpawnMapThing.
Since the SpawnedThings array is still available when polyobjects are spawned it makes no sense to create an expensive linked list in P_SpawnMapThing. This can be done far better by scanning through the array again and collect all matching items in a second array.
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12 changed files with 72 additions and 126 deletions
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@ -1449,12 +1449,12 @@ FSerializer &SerializePointer(FSerializer &arc, const char *key, T *&value, T **
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, FPolyObj *&value, FPolyObj **defval)
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{
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return SerializePointer(arc, key, value, defval, polyobjs);
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return SerializePointer(arc, key, value, defval, level.Polyobjects.Data());
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}
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, const FPolyObj *&value, const FPolyObj **defval)
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{
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return SerializePointer<const FPolyObj>(arc, key, value, defval, polyobjs);
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return SerializePointer<const FPolyObj>(arc, key, value, defval, level.Polyobjects.Data());
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}
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, side_t *&value, side_t **defval)
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