- 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.
This commit is contained in:
Christoph Oelckers 2016-09-20 09:11:13 +02:00
commit daf43f9d35
13 changed files with 221 additions and 200 deletions

View file

@ -3432,7 +3432,7 @@ void AActor::Tick ()
// [RH] Consider carrying sectors here
DVector2 cumm(0, 0);
if ((level.Scrolls != NULL || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
if ((level.Scrolls.Size() != 0 || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
{
double height, waterheight; // killough 4/4/98: add waterheight
const msecnode_t *node;
@ -3453,10 +3453,9 @@ void AActor::Tick ()
sector_t *sec = node->m_sector;
DVector2 scrollv;
if (level.Scrolls != NULL)
if (level.Scrolls.Size() > (sec-sectors))
{
const FSectorScrollValues *scroll = &level.Scrolls[sec - sectors];
scrollv = scroll->Scroll;
scrollv = level.Scrolls[sec - sectors];
}
else
{