- 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

@ -363,9 +363,7 @@ void P_SerializeWorld (FArchive &arc)
arc << sec->damageamount;
arc << sec->damageinterval
<< sec->leakydamage
<< sec->damagetype;
arc << sec->SoundTarget
<< sec->SecActTarget
<< sec->damagetype
<< sec->sky
<< sec->MoreFlags
<< sec->Flags
@ -453,6 +451,22 @@ void P_SerializeWorld (FArchive &arc)
P_CollectLinkedPortals();
}
void P_SerializeWorldActors(FArchive &arc)
{
int i, j;
sector_t *sec;
for (i = 0, sec = sectors; i < numsectors; i++, sec++)
{
arc << sec->SoundTarget
<< sec->SecActTarget;
}
for (auto &s : sectorPortals)
{
arc << s.mSkybox;
}
}
void extsector_t::Serialize(FArchive &arc)
{
arc << FakeFloor.Sectors