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- reformatting for easier search.
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commit
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69 changed files with 202 additions and 170 deletions
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@ -1781,6 +1781,7 @@ public:
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DLightLevel(sector_t * s,int destlevel,int speed);
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void Serialize(FArchive &arc);
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void Serialize(FArchive &arc);
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void Tick ();
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void Destroy() { Super::Destroy(); m_Sector->lightingdata=NULL; }
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};
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@ -65,6 +65,7 @@
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#include "serializer.h"
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// just the stuff that already got converted to FSerializer so that it can be seen as 'done' when searching.
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#define COMMON_STUFF
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#include "zzz_old.cpp"
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void CopyPlayer (player_t *dst, player_t *src, const char *name);
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@ -1,3 +1,5 @@
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#ifdef COMMON_STUFF
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// For NULL states, which aren't owned by any actor, the owner
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// is recorded as AActor with the following state. AActor should
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// never actually have this many states of its own, so this
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@ -695,3 +697,31 @@ void DObject::Serialize (FArchive &arc)
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{
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ObjectFlags |= OF_SerialSuccess;
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}
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class DLightLevel : public DLighting
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{
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DECLARE_CLASS(DLightLevel, DLighting)
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unsigned char destlevel;
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unsigned char speed;
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DLightLevel() {}
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public:
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DLightLevel(sector_t * s, int destlevel, int speed);
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void Serialize(FArchive &arc);
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void Serialize(FSerializer &arc);
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void Tick();
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void Destroy() { Super::Destroy(); m_Sector->lightingdata = NULL; }
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};
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void DLightLevel::Serialize(FArchive &arc)
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{
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Super::Serialize(arc);
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arc << destlevel << speed;
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if (arc.IsLoading()) m_Sector->lightingdata = this;
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}
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#endif
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