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Another fix, most serialization is working
- Changed some logic when giving an actor that doesn't have a modeldef a modeldef to make sure it knows it doesn't have one when cleared - Fixed the serialization for modelData. Only problem now is that I was right about needing to push the models on load
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2 changed files with 3 additions and 2 deletions
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@ -5055,12 +5055,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_ChangeModel)
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if (mobj->modelData == nullptr)
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{
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auto ptr = Create<DActorModelData>();
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ptr->hasModel = modeldef != NAME_None && !mobj->hasmodel ? 0 : 1;
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ptr->hasModel = mobj->hasmodel ? 1 : 0;
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ptr->modelIDs = *new TArray<int>();
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ptr->skinIDs = *new TArray<FTextureID>();
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ptr->modelDef = NAME_None;
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mobj->modelData = ptr;
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mobj->hasmodel = mobj->modelData->hasModel;
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mobj->hasmodel = 1;
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GC::WriteBarrier(mobj, ptr);
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}
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@ -173,6 +173,7 @@ IMPLEMENT_POINTERS_START(AActor)
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IMPLEMENT_POINTER(Poisoner)
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IMPLEMENT_POINTER(alternative)
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IMPLEMENT_POINTER(ViewPos)
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IMPLEMENT_POINTER(modelData)
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IMPLEMENT_POINTERS_END
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AActor::~AActor ()
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