- 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.
This commit is contained in:
Christoph Oelckers 2016-12-26 11:58:08 +01:00
commit 7f72de6b71
10 changed files with 55 additions and 141 deletions

View file

@ -511,9 +511,8 @@ void AActor::Serialize(FSerializer &arc)
void AActor::PostSerialize()
{
touching_sectorlist = NULL;
if (touching_render_sectors) delete touching_render_sectors;
touching_render_sectors = NULL;
touching_sectorlist = nullptr;
touching_rendersectors = nullptr;
LinkToWorld(nullptr, false, Sector);
AddToHash();
@ -4549,8 +4548,8 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
actor->sprite = st->sprite;
actor->frame = st->GetFrame();
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright());
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
actor->touching_render_sectors = NULL;
actor->touching_sectorlist = nullptr; // NULL head of sector list // phares 3/13/98
actor->touching_rendersectors = nullptr;
if (G_SkillProperty(SKILLP_FastMonsters) && actor->GetClass()->FastSpeed >= 0)
actor->Speed = actor->GetClass()->FastSpeed;