- use msecnode_t's for the touching_renderlists instead of std::forward_list.
- preparations for checking the proper sector to get a sprite's lighting info.
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parent
04ff4282ef
commit
7f72de6b71
10 changed files with 55 additions and 141 deletions
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@ -511,9 +511,8 @@ void AActor::Serialize(FSerializer &arc)
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void AActor::PostSerialize()
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{
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touching_sectorlist = NULL;
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if (touching_render_sectors) delete touching_render_sectors;
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touching_render_sectors = NULL;
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touching_sectorlist = nullptr;
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touching_rendersectors = nullptr;
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LinkToWorld(nullptr, false, Sector);
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AddToHash();
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@ -4549,8 +4548,8 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
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actor->sprite = st->sprite;
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actor->frame = st->GetFrame();
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actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright());
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actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
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actor->touching_render_sectors = NULL;
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actor->touching_sectorlist = nullptr; // NULL head of sector list // phares 3/13/98
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actor->touching_rendersectors = nullptr;
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if (G_SkillProperty(SKILLP_FastMonsters) && actor->GetClass()->FastSpeed >= 0)
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actor->Speed = actor->GetClass()->FastSpeed;
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