- added polyobject serializer.
- added sanity checks to prevent a savegame from being loaded with an incompatible map - refactored a few things to simplify serialization. - started work on main level serializer function.
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13 changed files with 221 additions and 200 deletions
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@ -3432,7 +3432,7 @@ void AActor::Tick ()
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// [RH] Consider carrying sectors here
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DVector2 cumm(0, 0);
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if ((level.Scrolls != NULL || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
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if ((level.Scrolls.Size() != 0 || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
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{
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double height, waterheight; // killough 4/4/98: add waterheight
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const msecnode_t *node;
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@ -3453,10 +3453,9 @@ void AActor::Tick ()
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sector_t *sec = node->m_sector;
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DVector2 scrollv;
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if (level.Scrolls != NULL)
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if (level.Scrolls.Size() > (sec-sectors))
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{
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const FSectorScrollValues *scroll = &level.Scrolls[sec - sectors];
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scrollv = scroll->Scroll;
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scrollv = level.Scrolls[sec - sectors];
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}
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else
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{
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