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- don't move bad polyobjects in the savegame loader.
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2 changed files with 7 additions and 4 deletions
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@ -524,12 +524,15 @@ FSerializer &Serialize(FSerializer &arc, const char *key, FPolyObj &poly, FPolyO
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.EndObject();
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.EndObject();
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if (arc.isReading())
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if (arc.isReading())
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{
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if (poly.OriginalPts.Size() > 0)
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{
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{
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poly.RotatePolyobj(angle, true);
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poly.RotatePolyobj(angle, true);
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delta -= poly.StartSpot.pos;
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delta -= poly.StartSpot.pos;
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poly.MovePolyobj(delta, true);
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poly.MovePolyobj(delta, true);
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}
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}
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}
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}
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}
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return arc;
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return arc;
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}
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}
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@ -945,7 +945,7 @@ bool FPolyObj::RotatePolyobj (DAngle angle, bool fromsave)
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UnLinkPolyobj();
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UnLinkPolyobj();
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for(unsigned i=0;i < Vertices.Size(); i++)
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for(unsigned i=0;i < OriginalPts.Size(); i++)
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{
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{
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PrevPts[i].pos = Vertices[i]->fPos();
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PrevPts[i].pos = Vertices[i]->fPos();
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FPolyVertex torot = OriginalPts[i];
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FPolyVertex torot = OriginalPts[i];
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