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Fixed broken portals after loading saved game
Portals disabled initially and activated by scripting must be fully restored after loading of saved game https://forum.zdoom.org/viewtopic.php?t=59999
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35596dbbc4
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2 changed files with 4 additions and 3 deletions
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@ -994,7 +994,7 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
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arc("zones", level.Zones);
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arc("zones", level.Zones);
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arc("lineportals", level.linePortals);
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arc("lineportals", level.linePortals);
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arc("sectorportals", level.sectorPortals);
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arc("sectorportals", level.sectorPortals);
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if (arc.isReading()) P_CollectLinkedPortals();
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if (arc.isReading()) P_FinalizePortals();
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// [ZZ] serialize events
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// [ZZ] serialize events
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E_SerializeEvents(arc);
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E_SerializeEvents(arc);
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@ -4141,7 +4141,8 @@ void P_SetupLevel (const char *lumpname, int position)
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times[16].Clock();
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times[16].Clock();
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if (reloop) P_LoopSidedefs (false);
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if (reloop) P_LoopSidedefs (false);
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PO_Init (); // Initialize the polyobjs
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PO_Init (); // Initialize the polyobjs
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P_FinalizePortals(); // finalize line portals after polyobjects have been initialized. This info is needed for properly flagging them.
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if (!savegamerestore)
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P_FinalizePortals(); // finalize line portals after polyobjects have been initialized. This info is needed for properly flagging them.
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times[16].Unclock();
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times[16].Unclock();
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assert(sidetemp != NULL);
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assert(sidetemp != NULL);
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@ -4377,4 +4378,4 @@ CCMD(dumpgeometry)
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}
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}
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}
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}
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}
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}
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}
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}
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