- some reshuffling of save data so that the actors won't get restored before the sectors.

Note that this required splitting P_SerializeWorld, because sector_t and FSectorPortal contain some actor pointers, for which the same rule applies: Portal linking can only be done after all sectors have been read, meaning it cannot be done along with the rest of the data in these structures.

Obviously such a change breaks savegame compatibility so the min. savegame version had to be increased again.
This commit is contained in:
Christoph Oelckers 2016-04-20 19:42:00 +02:00
commit e5dc92f998
8 changed files with 29 additions and 26 deletions

View file

@ -397,6 +397,9 @@ void AActor::Serialize(FArchive &arc)
if (arc.IsLoading ())
{
touching_sectorlist = NULL;
LinkToWorld(false, Sector);
AddToHash ();
SetShade (fillcolor);
if (player)
@ -413,17 +416,11 @@ void AActor::Serialize(FArchive &arc)
Speed = GetDefault()->Speed;
}
}
ClearInterpolation();
UpdateWaterLevel(false);
}
}
void AActor::PostSerialize()
{
touching_sectorlist = NULL;
LinkToWorld(false, Sector);
ClearInterpolation();
UpdateWaterLevel(false);
}
AActor::AActor () throw()
{
}