- clean out the dump. It's not like this branch is ever going zo be used for saving with the old code anyway. Only the stuff needed to not make it crash or fail on compilation is kept.

This commit is contained in:
Christoph Oelckers 2016-09-19 16:10:25 +02:00
parent 88eab9d1f9
commit 340c7795f3

View file

@ -1,4 +1,3 @@
#ifdef COMMON_STUFF
#include "a_doomglobal.h"
#include "a_hexenglobal.h"
@ -706,638 +705,3 @@ void DObject::Serialize(FArchive &arc)
}
void AScriptedMarine::Serialize(FArchive &arc)
{
Super::Serialize(arc);
if (arc.IsStoring())
{
arc.WriteSprite(SpriteOverride);
}
else
{
SpriteOverride = arc.ReadSprite();
}
arc << CurrentWeapon;
}
class AHeresiarch : public AActor
{
DECLARE_CLASS(AHeresiarch, AActor)
public:
PClassActor *StopBall;
DAngle BallAngle;
DECLARE_OLD_SERIAL
};
void AHeresiarch::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << StopBall << BallAngle;
}
class ASorcBall : public AActor
{
DECLARE_CLASS(ASorcBall, AActor)
public:
DAngle AngleOffset;
DAngle OldAngle;
DECLARE_OLD_SERIAL
};
void ASorcBall::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << AngleOffset << OldAngle;
}
class AThrustFloor : public AActor
{
DECLARE_CLASS(AThrustFloor, AActor)
public:
DECLARE_OLD_SERIAL
TObjPtr<AActor> DirtClump;
};
void AThrustFloor::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << DirtClump;
}
void AMinotaurFriend::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << StartTime;
}
class ARainTracker : public AInventory
{
DECLARE_CLASS(ARainTracker, AInventory)
public:
DECLARE_OLD_SERIAL
TObjPtr<AActor> Rain1, Rain2;
};
void ARainTracker::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << Rain1 << Rain2;
}
void AInventory::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << Owner << Amount << MaxAmount << RespawnTics << ItemFlags << Icon << PickupSound << SpawnPointClass;
}
void AHealthPickup::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << autousemode;
}
void AAmmo::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << BackpackAmount << BackpackMaxAmount;
}
void AWeapon::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << WeaponFlags
<< AmmoType1 << AmmoType2
<< AmmoGive1 << AmmoGive2
<< MinAmmo1 << MinAmmo2
<< AmmoUse1 << AmmoUse2
<< Kickback
<< YAdjust
<< UpSound << ReadySound
<< SisterWeaponType
<< ProjectileType << AltProjectileType
<< SelectionOrder
<< MoveCombatDist
<< Ammo1 << Ammo2 << SisterWeapon << GivenAsMorphWeapon
<< bAltFire
<< ReloadCounter
<< BobStyle << BobSpeed << BobRangeX << BobRangeY
<< FOVScale
<< Crosshair
<< MinSelAmmo1 << MinSelAmmo2;
}
void ABackpackItem::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << bDepleted;
}
void AWeaponGiver::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << DropAmmoFactor;
}
void ABasicArmor::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << SavePercent << BonusCount << MaxAbsorb << MaxFullAbsorb << AbsorbCount << ArmorType << ActualSaveAmount;
}
void ABasicArmorPickup::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << SavePercent << SaveAmount << MaxAbsorb << MaxFullAbsorb;
arc << DropTime;// in inventory!
}
void ABasicArmorBonus::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << SavePercent << SaveAmount << MaxSaveAmount << BonusCount << BonusMax
<< MaxAbsorb << MaxFullAbsorb;
}
void AHexenArmor::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << Slots[0] << Slots[1] << Slots[2] << Slots[3]
<< Slots[4]
<< SlotsIncrement[0] << SlotsIncrement[1] << SlotsIncrement[2]
<< SlotsIncrement[3];
}
void APuzzleItem::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << PuzzleItemNumber;
}
class DSectorPlaneInterpolation : public DInterpolation
{
DECLARE_CLASS(DSectorPlaneInterpolation, DInterpolation)
sector_t *sector;
double oldheight, oldtexz;
double bakheight, baktexz;
bool ceiling;
TArray<DInterpolation *> attached;
public:
DSectorPlaneInterpolation() {}
DSectorPlaneInterpolation(sector_t *sector, bool plane, bool attach);
void Destroy();
void UpdateInterpolation();
void Restore();
void Interpolate(double smoothratio);
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
size_t PointerSubstitution(DObject *old, DObject *notOld);
size_t PropagateMark();
};
//==========================================================================
//
//
//
//==========================================================================
class DSectorScrollInterpolation : public DInterpolation
{
DECLARE_CLASS(DSectorScrollInterpolation, DInterpolation)
sector_t *sector;
double oldx, oldy;
double bakx, baky;
bool ceiling;
public:
DSectorScrollInterpolation() {}
DSectorScrollInterpolation(sector_t *sector, bool plane);
void Destroy();
void UpdateInterpolation();
void Restore();
void Interpolate(double smoothratio);
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
};
//==========================================================================
//
//
//
//==========================================================================
class DWallScrollInterpolation : public DInterpolation
{
DECLARE_CLASS(DWallScrollInterpolation, DInterpolation)
side_t *side;
int part;
double oldx, oldy;
double bakx, baky;
public:
DWallScrollInterpolation() {}
DWallScrollInterpolation(side_t *side, int part);
void Destroy();
void UpdateInterpolation();
void Restore();
void Interpolate(double smoothratio);
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
};
//==========================================================================
//
//
//
//==========================================================================
class DPolyobjInterpolation : public DInterpolation
{
DECLARE_CLASS(DPolyobjInterpolation, DInterpolation)
FPolyObj *poly;
TArray<double> oldverts, bakverts;
double oldcx, oldcy;
double bakcx, bakcy;
public:
DPolyobjInterpolation() {}
DPolyobjInterpolation(FPolyObj *poly);
void Destroy();
void UpdateInterpolation();
void Restore();
void Interpolate(double smoothratio);
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
};
void DInterpolation::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << refcount;
if (arc.IsLoading())
{
interpolator.AddInterpolation(this);
}
}
//==========================================================================
//
//
//
//==========================================================================
void DSectorPlaneInterpolation::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << sector << ceiling << oldheight << oldtexz << attached;
}
void DSectorScrollInterpolation::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << sector << ceiling << oldx << oldy;
}
void DWallScrollInterpolation::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << side << part << oldx << oldy;
}
void DPolyobjInterpolation::Serialize(FArchive &arc)
{
Super::Serialize(arc);
int po = int(poly - polyobjs);
arc << po << oldverts;
poly = polyobjs + po;
arc << oldcx << oldcy;
if (arc.IsLoading()) bakverts.Resize(oldverts.Size());
}
void AWeaponHolder::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << PieceMask << PieceWeapon;
}
void AWeaponPiece::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << WeaponClass << FullWeapon << PieceValue;
}
void DSectorEffect::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << m_Sector;
}
void DMover::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << interpolation;
}
class AAmbientSound : public AActor
{
DECLARE_CLASS(AAmbientSound, AActor)
public:
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
void MarkPrecacheSounds() const;
void BeginPlay();
void Tick();
void Activate(AActor *activator);
void Deactivate(AActor *activator);
protected:
bool bActive;
private:
void SetTicker(struct FAmbientSound *ambient);
int NextCheck;
};
void AAmbientSound::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << bActive << NextCheck;
}
class AInterpolationPoint : public AActor
{
DECLARE_CLASS(AInterpolationPoint, AActor)
HAS_OBJECT_POINTERS
public:
void BeginPlay();
void HandleSpawnFlags();
void Tick() {} // Nodes do no thinking
AInterpolationPoint *ScanForLoop();
void FormChain();
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
TObjPtr<AInterpolationPoint> Next;
};
class APathFollower : public AActor
{
DECLARE_CLASS(APathFollower, AActor)
HAS_OBJECT_POINTERS
public:
void BeginPlay();
void PostBeginPlay();
void Tick();
void Activate(AActor *activator);
void Deactivate(AActor *activator);
protected:
double Splerp(double p1, double p2, double p3, double p4);
double Lerp(double p1, double p2);
virtual bool Interpolate();
virtual void NewNode();
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
bool bActive, bJustStepped;
TObjPtr<AInterpolationPoint> PrevNode, CurrNode;
float Time; // Runs from 0.0 to 1.0 between CurrNode and CurrNode->Next
int HoldTime;
};
void AInterpolationPoint::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << Next;
}
void APathFollower::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << bActive << bJustStepped << PrevNode << CurrNode << Time << HoldTime;
}
class AMovingCamera : public APathFollower
{
DECLARE_CLASS(AMovingCamera, APathFollower)
HAS_OBJECT_POINTERS
public:
void PostBeginPlay();
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
protected:
bool Interpolate();
TObjPtr<AActor> Activator;
};
void AMovingCamera::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << Activator;
}
void AMorphProjectile::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << PlayerClass << MonsterClass << Duration << MorphStyle << MorphFlash << UnMorphFlash;
}
void AMorphedMonster::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << UnmorphedMe << UnmorphTime << MorphStyle << MorphExitFlash << FlagsSave;
}
void ADehackedPickup::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << droppedbymonster;
}
class ASoundSequenceSlot : public AActor
{
DECLARE_CLASS(ASoundSequenceSlot, AActor)
HAS_OBJECT_POINTERS
public:
DECLARE_OLD_SERIAL
TObjPtr<DSeqNode> Sequence;
};
void ASoundSequenceSlot::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << Sequence;
}
void APlayerPawn::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << JumpZ
<< MaxHealth
<< RunHealth
<< SpawnMask
<< ForwardMove1
<< ForwardMove2
<< SideMove1
<< SideMove2
<< ScoreIcon
<< InvFirst
<< InvSel
<< MorphWeapon
<< DamageFade
<< PlayerFlags
<< FlechetteType;
arc << GruntSpeed << FallingScreamMinSpeed << FallingScreamMaxSpeed;
arc << UseRange;
arc << AirCapacity;
arc << ViewHeight;
}
class APhoenixRod : public AWeapon
{
DECLARE_CLASS(APhoenixRod, AWeapon)
public:
DECLARE_OLD_SERIAL
int FlameCount; // for flamethrower duration
};
void APhoenixRod::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << FlameCount;
}
class ACWeapWraithverge : public AClericWeapon
{
DECLARE_CLASS(ACWeapWraithverge, AClericWeapon)
public:
void Serialize(FArchive &arc);
BYTE CHolyCount;
};
void ACWeapWraithverge::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << CHolyCount;
}
class AMWeapBloodscourge : public AMageWeapon
{
DECLARE_CLASS(AMWeapBloodscourge, AMageWeapon)
public:
void Serialize(FArchive &arc);
BYTE MStaffCount;
};
void AMWeapBloodscourge::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << MStaffCount;
}
void ASigil::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << NumPieces << DownPieces;
}
class ASecurityCamera : public AActor
{
DECLARE_CLASS(ASecurityCamera, AActor)
public:
void PostBeginPlay();
void Tick();
void Serialize(FArchive &arc);
protected:
DAngle Center;
DAngle Acc;
DAngle Delta;
DAngle Range;
};
void ASecurityCamera::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << Center << Acc << Delta << Range;
}
class AAimingCamera : public ASecurityCamera
{
DECLARE_CLASS(AAimingCamera, ASecurityCamera)
public:
void PostBeginPlay();
void Tick();
void Serialize(FArchive &arc);
protected:
DAngle MaxPitchChange;
};
void AAimingCamera::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << MaxPitchChange;
}
void APowerupGiver::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << PowerupType;
arc << EffectTics << BlendColor << Mode;
arc << Strength;
}
void APowerup::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << EffectTics << BlendColor << Mode;
arc << Strength;
}
void APowerTorch::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << NewTorch << NewTorchDelta;
}
void APowerFlight::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << HitCenterFrame;
}
void APowerSpeed::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << SpeedFlags;
}
void APowerMorph::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << PlayerClass << MorphStyle << MorphFlash << UnMorphFlash;
arc << Player;
}
#endif