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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
(cherry picked from commit 4ea16acef5
)
# Conflicts:
# src/p_setup.cpp
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parent
40ac98fa21
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2 changed files with 3 additions and 2 deletions
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@ -995,7 +995,7 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
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arc("zones", level.Zones);
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arc("lineportals", linePortals);
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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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E_SerializeEvents(arc);
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@ -4102,7 +4102,8 @@ void P_SetupLevel (const char *lumpname, int position)
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times[16].Clock();
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if (reloop) P_LoopSidedefs (false);
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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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assert(sidetemp != NULL);
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