- the final batch of easy level replacements.
What's left will require a bit more work...
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11c453a71f
commit
b4acb857ad
30 changed files with 226 additions and 212 deletions
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@ -525,13 +525,13 @@ FSerializer &Serialize(FSerializer &arc, const char *key, zone_t &z, zone_t *def
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//
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//==========================================================================
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void P_SerializeSounds(FSerializer &arc)
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void P_SerializeSounds(FLevelLocals *Level, FSerializer &arc)
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{
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S_SerializeSounds(arc);
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DSeqNode::SerializeSequences (arc);
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const char *name = NULL;
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uint8_t order;
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float musvol = level.MusicVolume;
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float musvol = Level->MusicVolume;
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if (arc.isWriting())
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{
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@ -544,9 +544,9 @@ void P_SerializeSounds(FSerializer &arc)
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if (arc.isReading())
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{
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if (!S_ChangeMusic(name, order))
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if (level.cdtrack == 0 || !S_ChangeCDMusic(level.cdtrack, level.cdid))
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S_ChangeMusic(level.Music, level.musicorder);
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level.SetMusicVolume(musvol);
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if (Level->cdtrack == 0 || !S_ChangeCDMusic(Level->cdtrack, Level->cdid))
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S_ChangeMusic(Level->Music, Level->musicorder);
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Level->SetMusicVolume(musvol);
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}
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}
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@ -977,7 +977,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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sky1texture = skytexture1;
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sky2texture = skytexture2;
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R_InitSkyMap();
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G_AirControlChanged();
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AirControlChanged();
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}
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Behaviors.SerializeModuleStates(arc);
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@ -1004,7 +1004,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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FRemapTable::StaticSerializeTranslations(arc);
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canvasTextureInfo.Serialize(arc);
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P_SerializePlayers(this, arc, hubload);
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P_SerializeSounds(arc);
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P_SerializeSounds(this, arc);
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// Regenerate some data that wasn't saved
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if (arc.isReading())
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