- added new serializers to several classes and moved the old ones to the dump file.
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21 changed files with 326 additions and 107 deletions
194
src/zzz_old.cpp
194
src/zzz_old.cpp
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@ -1,5 +1,8 @@
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#ifdef COMMON_STUFF
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#include "a_doomglobal.h"
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#include "ravenshared.h"
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// For NULL states, which aren't owned by any actor, the owner
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// is recorded as AActor with the following state. AActor should
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// never actually have this many states of its own, so this
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@ -699,29 +702,178 @@ void DObject::Serialize(FArchive &arc)
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}
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class DLightLevel : public DLighting
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{
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DECLARE_CLASS(DLightLevel, DLighting)
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unsigned char destlevel;
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unsigned char speed;
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DLightLevel() {}
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public:
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DLightLevel(sector_t * s, int destlevel, int speed);
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void Serialize(FArchive &arc);
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void Serialize(FSerializer &arc);
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void Tick();
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void Destroy() { Super::Destroy(); m_Sector->lightingdata = NULL; }
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};
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void DLightLevel::Serialize(FArchive &arc)
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void AScriptedMarine::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << destlevel << speed;
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if (arc.IsLoading()) m_Sector->lightingdata = this;
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if (arc.IsStoring())
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{
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arc.WriteSprite(SpriteOverride);
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}
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else
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{
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SpriteOverride = arc.ReadSprite();
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}
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arc << CurrentWeapon;
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}
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class AHeresiarch : public AActor
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{
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DECLARE_CLASS(AHeresiarch, AActor)
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public:
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PClassActor *StopBall;
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DAngle BallAngle;
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DECLARE_OLD_SERIAL
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};
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void AHeresiarch::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << StopBall << BallAngle;
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}
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class ASorcBall : public AActor
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{
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DECLARE_CLASS(ASorcBall, AActor)
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public:
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DAngle AngleOffset;
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DAngle OldAngle;
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DECLARE_OLD_SERIAL
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};
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void ASorcBall::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << AngleOffset << OldAngle;
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}
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class AThrustFloor : public AActor
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{
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DECLARE_CLASS(AThrustFloor, AActor)
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public:
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DECLARE_OLD_SERIAL
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TObjPtr<AActor> DirtClump;
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};
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void AThrustFloor::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << DirtClump;
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}
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void AMinotaurFriend::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << StartTime;
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}
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class ARainTracker : public AInventory
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{
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DECLARE_CLASS(ARainTracker, AInventory)
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public:
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DECLARE_OLD_SERIAL
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TObjPtr<AActor> Rain1, Rain2;
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};
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void ARainTracker::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << Rain1 << Rain2;
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}
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void AInventory::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << Owner << Amount << MaxAmount << RespawnTics << ItemFlags << Icon << PickupSound << SpawnPointClass;
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}
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void AHealthPickup::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << autousemode;
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}
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void AAmmo::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << BackpackAmount << BackpackMaxAmount;
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}
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void AWeapon::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << WeaponFlags
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<< AmmoType1 << AmmoType2
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<< AmmoGive1 << AmmoGive2
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<< MinAmmo1 << MinAmmo2
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<< AmmoUse1 << AmmoUse2
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<< Kickback
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<< YAdjust
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<< UpSound << ReadySound
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<< SisterWeaponType
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<< ProjectileType << AltProjectileType
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<< SelectionOrder
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<< MoveCombatDist
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<< Ammo1 << Ammo2 << SisterWeapon << GivenAsMorphWeapon
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<< bAltFire
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<< ReloadCounter
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<< BobStyle << BobSpeed << BobRangeX << BobRangeY
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<< FOVScale
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<< Crosshair
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<< MinSelAmmo1 << MinSelAmmo2;
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}
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void ABackpackItem::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << bDepleted;
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}
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void AWeaponGiver::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << DropAmmoFactor;
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}
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void ABasicArmor::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << SavePercent << BonusCount << MaxAbsorb << MaxFullAbsorb << AbsorbCount << ArmorType << ActualSaveAmount;
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}
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void ABasicArmorPickup::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << SavePercent << SaveAmount << MaxAbsorb << MaxFullAbsorb;
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arc << DropTime;// in inventory!
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}
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void ABasicArmorBonus::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << SavePercent << SaveAmount << MaxSaveAmount << BonusCount << BonusMax
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<< MaxAbsorb << MaxFullAbsorb;
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}
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void AHexenArmor::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << Slots[0] << Slots[1] << Slots[2] << Slots[3]
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<< Slots[4]
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<< SlotsIncrement[0] << SlotsIncrement[1] << SlotsIncrement[2]
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<< SlotsIncrement[3];
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}
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void APuzzleItem::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << PuzzleItemNumber;
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}
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#endif
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