- all DObjects converted.
- cleaned out some old cruft that's no longer needed.
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daf43f9d35
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20 changed files with 139 additions and 612 deletions
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@ -3007,6 +3007,7 @@ void P_UnPredictPlayer ()
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void player_t::Serialize(FArchive &arc)
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{
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#if 0
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int i;
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FString skinname;
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@ -3079,54 +3080,6 @@ void player_t::Serialize(FArchive &arc)
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for (i = 0; i < MAXPLAYERS; i++)
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arc << frags[i];
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if (SaveVersion < 4547)
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{
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int layer = PSP_WEAPON;
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for (i = 0; i < 5; i++)
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{
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FState *state;
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int tics;
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double sx, sy;
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int sprite;
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int frame;
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arc << state << tics
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<< sx << sy
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<< sprite << frame;
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if (state != nullptr &&
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((layer < PSP_TARGETCENTER && ReadyWeapon != nullptr) ||
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(layer >= PSP_TARGETCENTER && mo->FindInventory(RUNTIME_CLASS(APowerTargeter), true))))
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{
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DPSprite *pspr;
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pspr = GetPSprite(PSPLayers(layer));
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pspr->State = state;
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pspr->Tics = tics;
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pspr->Sprite = sprite;
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pspr->Frame = frame;
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pspr->Owner = this;
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if (layer == PSP_FLASH)
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{
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pspr->x = 0;
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pspr->y = 0;
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}
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else
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{
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pspr->x = sx;
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pspr->y = sy;
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}
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}
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if (layer == PSP_WEAPON)
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layer = PSP_FLASH;
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else if (layer == PSP_FLASH)
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layer = PSP_TARGETCENTER;
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else
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layer++;
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}
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}
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else
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arc << psprites;
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arc << CurrentPlayerClass;
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@ -3154,6 +3107,7 @@ void player_t::Serialize(FArchive &arc)
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userinfo.SkinChanged(skinname, CurrentPlayerClass);
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}
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arc << MUSINFOactor << MUSINFOtics;
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#endif
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}
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bool P_IsPlayerTotallyFrozen(const player_t *player)
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