# Conflicts:
#	src/p_spec.cpp
#	src/r_bsp.cpp
#	src/r_defs.h
This commit is contained in:
Christoph Oelckers 2016-04-20 19:56:07 +02:00
commit 9c6e7753d8
29 changed files with 435 additions and 316 deletions

View file

@ -1386,7 +1386,6 @@ void G_InitLevelLocals ()
NormalLight.ChangeFade (level.fadeto);
level.DefaultEnvironment = info->DefaultEnvironment;
level.DefaultSkybox = NULL;
}
//==========================================================================
@ -1534,13 +1533,14 @@ void G_SerializeLevel (FArchive &arc, bool hubLoad)
FBehavior::StaticSerializeModuleStates (arc);
if (arc.IsLoading()) interpolator.ClearInterpolations();
P_SerializeWorld(arc);
P_SerializeThinkers (arc, hubLoad);
P_SerializeWorld (arc);
P_SerializeWorldActors(arc); // serializing actor pointers in the world data must be done after SerializeWorld has restored the entire sector state, otherwise LinkToWorld may fail.
P_SerializePolyobjs (arc);
P_SerializeSubsectors(arc);
StatusBar->Serialize (arc);
arc << level.DefaultSkybox << level.total_monsters << level.total_items << level.total_secrets;
arc << level.total_monsters << level.total_items << level.total_secrets;
// Does this level have custom translations?
FRemapTable *trans;
@ -1582,13 +1582,6 @@ void G_SerializeLevel (FArchive &arc, bool hubLoad)
P_SerializeSounds (arc);
if (arc.IsLoading())
{
FThinkerIterator it(RUNTIME_CLASS(DThinker));
DThinker *th;
while ((th = it.Next()))
{
th->PostSerialize();
}
for (i = 0; i < numsectors; i++)
{
P_Recalculate3DFloors(&sectors[i]);