From 97e3e858a10422e883643396c5afabb44311dbd3 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Thu, 7 Feb 2019 09:07:24 +0100 Subject: [PATCH] - re-count impact decals each time a savegame is loaded. This counter is not always reliable, especially when running for longer periods, so putting it in a savegame is not a good idea. --- src/p_saveg.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/src/p_saveg.cpp b/src/p_saveg.cpp index 9406bff66..63b3fe9a6 100644 --- a/src/p_saveg.cpp +++ b/src/p_saveg.cpp @@ -964,7 +964,6 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload) ("spotstate", SpotState) ("fragglethinker", FraggleScriptThinker) ("acsthinker", ACSThinker) - ("impactdecalcount", ImpactDecalCount) ("scrolls", Scrolls) ("automap", automap) ("interpolator", interpolator) @@ -1015,7 +1014,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload) if (arc.isReading()) { for (auto &sec : sectors) - { + { P_Recalculate3DFloors(&sec); } for (int i = 0; i < MAXPLAYERS; ++i) @@ -1029,6 +1028,10 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload) RecreateAllAttachedLights(); InitPortalGroups(this); + auto it = GetThinkerIterator(NAME_None, STAT_AUTODECAL); + ImpactDecalCount = 0; + while (it.Next()) ImpactDecalCount++; + automap->UpdateShowAllLines(); }