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- added some comments about the special player treatment in hub travels because this is not really intuitive...
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2 changed files with 13 additions and 4 deletions
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@ -209,7 +209,6 @@ enum EObjectFlags
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OF_JustSpawned = 1 << 8, // Thinker was spawned this tic
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OF_SerialSuccess = 1 << 9, // For debugging Serialize() calls
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OF_Sentinel = 1 << 10, // Object is serving as the sentinel in a ring list
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OF_LoadedPlayer = 1 << 11, // this gets flagged during deserialization so that the player checks in there can be simplified.
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};
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template<class T> class TObjPtr;
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@ -818,7 +818,7 @@ void FSerializer::ReadObjects(bool hubtravel)
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{
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DThinker::bSerialOverride = true;
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r->mDObjects.Resize(ArraySize());
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// First create all the objects
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// First iteration: create all the objects but do nothing with them yet.
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for (unsigned i = 0; i < r->mDObjects.Size(); i++)
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{
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if (BeginObject(nullptr))
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@ -833,6 +833,7 @@ void FSerializer::ReadObjects(bool hubtravel)
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Printf("Unknown object class '%d' in savegame", clsname.GetChars());
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founderrors = true;
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r->mDObjects[i] = RUNTIME_CLASS(AActor)->CreateNew(); // make sure we got at least a valid pointer for the duration of the loading process.
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r->mDObjects[i]->Destroy(); // but we do not want to keep this around, so destroy it right away.
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}
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else
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{
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@ -859,8 +860,7 @@ void FSerializer::ReadObjects(bool hubtravel)
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int pindex = -1;
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if (hubtravel)
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{
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// mark this as a hub travelling player. This needs to be taken care of later and be replaced with the real travelling player,
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// but that's better done at the end of this loop so that inventory ownership is not getting messed up.
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// mark this as a hub travelling player. This needs to be substituted later, but that's better done when all objects have been loaded.
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Serialize(*this, "playerindex", pindex, nullptr);
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if (hubtravel && pindex >= 0 && pindex < MAXPLAYERS)
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{
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@ -885,6 +885,16 @@ void FSerializer::ReadObjects(bool hubtravel)
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}
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EndArray();
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// Special treatment for hub travel: We do not want the player pawn which exited the level when this snapshot was made
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// but the one that got freshly created when the map was loaded in P_SetupLevel.
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// The loop above marked all objects that represent a player, so now we go through them, and if a corresponding
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// player had been spawned on map load it gets substituted here.
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// The substitution does not take place inside the above loop to ensure that no changes to the loaded objects
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// can occur afterward. At this point everything has been loaded and the substitution is a simple matter of
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// calling DObject::StaticPointerSubstitution.
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// If no corresponding player can be founded among the freshly spawned ones, the one from the snapshot is kept.
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if (hubtravel)
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{
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for (int i = 0; i < MAXPLAYERS; i++)
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