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- fixed: Trying to rotate a polyobject into its actual position during loading of a savegame still inflicted damage on all touching actors - including incomplete player pawns - and also got blocked by them.
Similar code already existed for the MovePolyobj function but apparently was overlooked here.
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3 changed files with 19 additions and 15 deletions
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@ -566,7 +566,7 @@ void P_SerializePolyobjs (FArchive &arc)
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I_Error ("UnarchivePolyobjs: Invalid polyobj tag");
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}
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arc << angle;
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po->RotatePolyobj (angle);
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po->RotatePolyobj (angle, false);
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arc << deltaX << deltaY << po->interpolation;
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deltaX -= po->StartSpot.x;
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deltaY -= po->StartSpot.y;
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@ -1051,7 +1051,7 @@ static void RotatePt (int an, fixed_t *x, fixed_t *y, fixed_t startSpotX, fixed_
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//
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//==========================================================================
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bool FPolyObj::RotatePolyobj (angle_t angle)
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bool FPolyObj::RotatePolyobj (angle_t angle, bool fromsave)
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{
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int an;
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bool blocked;
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@ -1073,7 +1073,10 @@ bool FPolyObj::RotatePolyobj (angle_t angle)
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validcount++;
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UpdateBBox();
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for(unsigned i=0;i < Sidedefs.Size(); i++)
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// If we are loading a savegame we do not really want to damage actors and be blocked by them. This can also cause crashes when trying to damage incompletely deserialized player pawns.
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if (!fromsave)
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{
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for (unsigned i = 0; i < Sidedefs.Size(); i++)
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{
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if (CheckMobjBlocking(Sidedefs[i]))
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{
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@ -1091,6 +1094,7 @@ bool FPolyObj::RotatePolyobj (angle_t angle)
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LinkPolyobj();
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return false;
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}
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}
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this->angle += angle;
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LinkPolyobj();
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ClearSubsectorLinks();
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@ -74,7 +74,7 @@ struct FPolyObj
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int GetMirror();
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bool MovePolyobj (int x, int y, bool force = false);
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bool RotatePolyobj (angle_t angle);
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bool RotatePolyobj (angle_t angle, bool fromsave = false);
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void ClosestPoint(fixed_t fx, fixed_t fy, fixed_t &ox, fixed_t &oy, side_t **side) const;
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void LinkPolyobj ();
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void RecalcActorFloorCeil(FBoundingBox bounds) const;
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