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- fixed portal restoration on revisiting level in hub
Added function to FLevelLocals to test if map is being reentered https://forum.zdoom.org/viewtopic.php?t=60455
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3 changed files with 8 additions and 2 deletions
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@ -183,6 +183,12 @@ struct FLevelLocals
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return headgamenode;
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}
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// Returns true if level is loaded from saved game or is being revisited as a part of a hub
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bool IsReentering() const
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{
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return savegamerestore
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|| (info != nullptr && info->Snapshot.mBuffer != nullptr && info->isValid());
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}
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};
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extern FLevelLocals level;
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@ -4127,7 +4127,7 @@ 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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if (!savegamerestore)
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if (!level.IsReentering())
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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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@ -470,7 +470,7 @@ void S_Start ()
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// Don't start the music if loading a savegame, because the music is stored there.
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// Don't start the music if revisiting a level in a hub for the same reason.
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if (!savegamerestore && (level.info == nullptr || level.info->Snapshot.mBuffer == nullptr || !level.info->isValid()))
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if (!level.IsReentering())
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{
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if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid))
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S_ChangeMusic (level.Music, level.musicorder);
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