- Fixed: After loading a savegame or unmorphing, a player's weapon slots

were empty.


SVN r1477 (trunk)
This commit is contained in:
Randy Heit 2009-03-13 03:18:06 +00:00
commit 7dd75670f4
6 changed files with 38 additions and 8 deletions

View file

@ -1412,7 +1412,7 @@ void G_SerializeLevel (FArchive &arc, bool hubLoad)
// Hub transitions must keep the current total time
if (!hubLoad)
level.totaltime=i;
level.totaltime = i;
if (arc.IsStoring ())
{
@ -1501,9 +1501,19 @@ void G_SerializeLevel (FArchive &arc, bool hubLoad)
P_SerializePlayers (arc, hubLoad);
P_SerializeSounds (arc);
if (arc.IsLoading()) for(i=0;i<numsectors;i++)
if (arc.IsLoading())
{
P_Recalculate3DFloors(&sectors[i]);
for (i = 0; i < numsectors; i++)
{
P_Recalculate3DFloors(&sectors[i]);
}
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].mo != NULL)
{
players[i].mo->SetupWeaponSlots();
}
}
}
}