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https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 03:30:46 +00:00
Fix a couple of issues with savemapstate/loadmapstate.
git-svn-id: https://svn.eduke32.com/eduke32@5930 1a8010ca-5511-0410-912e-c29ae57300e0
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f3ac89af1b
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1 changed files with 35 additions and 34 deletions
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@ -5962,9 +5962,9 @@ void G_SaveMapState(void)
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if (save == NULL)
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if (save == NULL)
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return;
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return;
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Bmemcpy(&save->numwalls,&numwalls,sizeof(numwalls));
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save->numwalls = numwalls;
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Bmemcpy(&save->wall[0],&wall[0],sizeof(walltype)*MAXWALLS);
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Bmemcpy(&save->wall[0],&wall[0],sizeof(walltype)*MAXWALLS);
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Bmemcpy(&save->numsectors,&numsectors,sizeof(numsectors));
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save->numsectors = numsectors;
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Bmemcpy(&save->sector[0],§or[0],sizeof(sectortype)*MAXSECTORS);
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Bmemcpy(&save->sector[0],§or[0],sizeof(sectortype)*MAXSECTORS);
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Bmemcpy(&save->sprite[0],&sprite[0],sizeof(spritetype)*MAXSPRITES);
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Bmemcpy(&save->sprite[0],&sprite[0],sizeof(spritetype)*MAXSPRITES);
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@ -5984,7 +5984,7 @@ void G_SaveMapState(void)
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Bmemcpy(&save->prevspritestat[0],&prevspritestat[0],sizeof(prevspritestat));
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Bmemcpy(&save->prevspritestat[0],&prevspritestat[0],sizeof(prevspritestat));
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Bmemcpy(&save->nextspritestat[0],&nextspritestat[0],sizeof(nextspritestat));
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Bmemcpy(&save->nextspritestat[0],&nextspritestat[0],sizeof(nextspritestat));
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#ifdef YAX_ENABLE
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#ifdef YAX_ENABLE
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Bmemcpy(&save->numyaxbunches, &numyaxbunches, sizeof(numyaxbunches));
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save->numyaxbunches = numyaxbunches;
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# if !defined NEW_MAP_FORMAT
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# if !defined NEW_MAP_FORMAT
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Bmemcpy(save->yax_bunchnum, yax_bunchnum, sizeof(yax_bunchnum));
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Bmemcpy(save->yax_bunchnum, yax_bunchnum, sizeof(yax_bunchnum));
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Bmemcpy(save->yax_nextwall, yax_nextwall, sizeof(yax_nextwall));
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Bmemcpy(save->yax_nextwall, yax_nextwall, sizeof(yax_nextwall));
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@ -5992,26 +5992,26 @@ void G_SaveMapState(void)
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#endif
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#endif
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Bmemcpy(&save->actor[0],&actor[0],sizeof(actor_t)*MAXSPRITES);
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Bmemcpy(&save->actor[0],&actor[0],sizeof(actor_t)*MAXSPRITES);
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Bmemcpy(&save->g_cyclerCnt,&g_cyclerCnt,sizeof(g_cyclerCnt));
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save->g_cyclerCnt = g_cyclerCnt;
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Bmemcpy(&save->g_cyclers[0],&g_cyclers[0],sizeof(g_cyclers));
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Bmemcpy(&save->g_cyclers[0],&g_cyclers[0],sizeof(g_cyclers));
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Bmemcpy(&save->g_playerSpawnPoints[0],&g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints));
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Bmemcpy(&save->g_playerSpawnPoints[0],&g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints));
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Bmemcpy(&save->g_animWallCnt,&g_animWallCnt,sizeof(g_animWallCnt));
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save->g_animWallCnt = g_animWallCnt;
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Bmemcpy(&save->SpriteDeletionQueue[0],&SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue));
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Bmemcpy(&save->SpriteDeletionQueue[0],&SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue));
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Bmemcpy(&save->g_spriteDeleteQueuePos,&g_spriteDeleteQueuePos,sizeof(g_spriteDeleteQueuePos));
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save->g_spriteDeleteQueuePos = g_spriteDeleteQueuePos;
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Bmemcpy(&save->animwall[0],&animwall[0],sizeof(animwall));
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Bmemcpy(&save->animwall[0],&animwall[0],sizeof(animwall));
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Bmemcpy(&save->origins[0],&g_origins[0],sizeof(g_origins));
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Bmemcpy(&save->origins[0],&g_origins[0],sizeof(g_origins));
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Bmemcpy(&save->g_mirrorWall[0],&g_mirrorWall[0],sizeof(g_mirrorWall));
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Bmemcpy(&save->g_mirrorWall[0],&g_mirrorWall[0],sizeof(g_mirrorWall));
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Bmemcpy(&save->g_mirrorSector[0],&g_mirrorSector[0],sizeof(g_mirrorSector));
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Bmemcpy(&save->g_mirrorSector[0],&g_mirrorSector[0],sizeof(g_mirrorSector));
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Bmemcpy(&save->g_mirrorCount,&g_mirrorCount,sizeof(g_mirrorCount));
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save->g_mirrorCount = g_mirrorCount;
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Bmemcpy(&save->show2dsector[0],&show2dsector[0],sizeof(show2dsector));
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Bmemcpy(&save->show2dsector[0],&show2dsector[0],sizeof(show2dsector));
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Bmemcpy(&save->g_cloudCnt,&g_cloudCnt,sizeof(g_cloudCnt));
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save->g_cloudCnt = g_cloudCnt;
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Bmemcpy(&save->g_cloudSect[0],&g_cloudSect[0],sizeof(g_cloudSect));
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Bmemcpy(&save->g_cloudSect[0],&g_cloudSect[0],sizeof(g_cloudSect));
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Bmemcpy(&save->g_cloudX,&g_cloudX,sizeof(g_cloudX));
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save->g_cloudX = g_cloudX;
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Bmemcpy(&save->g_cloudY,&g_cloudY,sizeof(g_cloudY));
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save->g_cloudY = g_cloudY;
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Bmemcpy(&save->pskyidx,&g_pskyidx,sizeof(g_pskyidx));
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save->pskyidx = g_pskyidx;
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Bmemcpy(&save->g_animateGoal[0],&g_animateGoal[0],sizeof(g_animateGoal));
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Bmemcpy(&save->g_animateGoal[0],&g_animateGoal[0],sizeof(g_animateGoal));
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Bmemcpy(&save->g_animateVel[0],&g_animateVel[0],sizeof(g_animateVel));
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Bmemcpy(&save->g_animateVel[0],&g_animateVel[0],sizeof(g_animateVel));
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Bmemcpy(&save->g_animateCnt,&g_animateCnt,sizeof(g_animateCnt));
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save->g_animateCnt = g_animateCnt;
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Bmemcpy(&save->g_animateSect[0],&g_animateSect[0],sizeof(g_animateSect));
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Bmemcpy(&save->g_animateSect[0],&g_animateSect[0],sizeof(g_animateSect));
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G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_FWD);
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G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_FWD);
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@ -6022,11 +6022,11 @@ void G_SaveMapState(void)
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EDUKE32_STATIC_ASSERT(sizeof(save->g_animatePtr) == sizeof(g_animatePtr));
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EDUKE32_STATIC_ASSERT(sizeof(save->g_animatePtr) == sizeof(g_animatePtr));
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}
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}
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Bmemcpy(&save->g_playerSpawnCnt,&g_playerSpawnCnt,sizeof(g_playerSpawnCnt));
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save->g_playerSpawnCnt = g_playerSpawnCnt;
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Bmemcpy(&save->g_earthquakeTime,&g_earthquakeTime,sizeof(g_earthquakeTime));
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save->g_earthquakeTime = g_earthquakeTime;
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Bmemcpy(&save->lockclock,&lockclock,sizeof(lockclock));
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save->lockclock = lockclock;
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Bmemcpy(&save->randomseed,&randomseed,sizeof(randomseed));
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save->randomseed = randomseed;
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Bmemcpy(&save->g_globalRandom,&g_globalRandom,sizeof(g_globalRandom));
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save->g_globalRandom = g_globalRandom;
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#if !defined LUNATIC
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#if !defined LUNATIC
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for (bssize_t i=g_gameVarCount-1; i>=0; i--)
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for (bssize_t i=g_gameVarCount-1; i>=0; i--)
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@ -6101,9 +6101,9 @@ void G_RestoreMapState(void)
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pus = NUMPAGES;
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pus = NUMPAGES;
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G_UpdateScreenArea();
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G_UpdateScreenArea();
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Bmemcpy(&numwalls,&pSavedState->numwalls,sizeof(numwalls));
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numwalls = pSavedState->numwalls;
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Bmemcpy(&wall[0],&pSavedState->wall[0],sizeof(walltype)*MAXWALLS);
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Bmemcpy(&wall[0],&pSavedState->wall[0],sizeof(walltype)*MAXWALLS);
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Bmemcpy(&numsectors,&pSavedState->numsectors,sizeof(numsectors));
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numsectors = pSavedState->numsectors;
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Bmemcpy(§or[0],&pSavedState->sector[0],sizeof(sectortype)*MAXSECTORS);
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Bmemcpy(§or[0],&pSavedState->sector[0],sizeof(sectortype)*MAXSECTORS);
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Bmemcpy(&sprite[0],&pSavedState->sprite[0],sizeof(spritetype)*MAXSPRITES);
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Bmemcpy(&sprite[0],&pSavedState->sprite[0],sizeof(spritetype)*MAXSPRITES);
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Bmemcpy(&spriteext[0],&pSavedState->spriteext[0],sizeof(spriteext_t)*MAXSPRITES);
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Bmemcpy(&spriteext[0],&pSavedState->spriteext[0],sizeof(spriteext_t)*MAXSPRITES);
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@ -6127,7 +6127,7 @@ void G_RestoreMapState(void)
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Bmemcpy(&prevspritestat[0],&pSavedState->prevspritestat[0],sizeof(prevspritestat));
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Bmemcpy(&prevspritestat[0],&pSavedState->prevspritestat[0],sizeof(prevspritestat));
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Bmemcpy(&nextspritestat[0],&pSavedState->nextspritestat[0],sizeof(nextspritestat));
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Bmemcpy(&nextspritestat[0],&pSavedState->nextspritestat[0],sizeof(nextspritestat));
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#ifdef YAX_ENABLE
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#ifdef YAX_ENABLE
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Bmemcpy(&numyaxbunches, &pSavedState->numyaxbunches, sizeof(numyaxbunches));
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numyaxbunches = pSavedState->numyaxbunches;
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# if !defined NEW_MAP_FORMAT
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# if !defined NEW_MAP_FORMAT
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Bmemcpy(yax_bunchnum, pSavedState->yax_bunchnum, sizeof(yax_bunchnum));
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Bmemcpy(yax_bunchnum, pSavedState->yax_bunchnum, sizeof(yax_bunchnum));
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Bmemcpy(yax_nextwall, pSavedState->yax_nextwall, sizeof(yax_nextwall));
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Bmemcpy(yax_nextwall, pSavedState->yax_nextwall, sizeof(yax_nextwall));
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@ -6135,36 +6135,37 @@ void G_RestoreMapState(void)
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#endif
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#endif
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Bmemcpy(&actor[0],&pSavedState->actor[0],sizeof(actor_t)*MAXSPRITES);
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Bmemcpy(&actor[0],&pSavedState->actor[0],sizeof(actor_t)*MAXSPRITES);
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Bmemcpy(&g_cyclerCnt,&pSavedState->g_cyclerCnt,sizeof(g_cyclerCnt));
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g_cyclerCnt = pSavedState->g_cyclerCnt;
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Bmemcpy(&g_cyclers[0],&pSavedState->g_cyclers[0],sizeof(g_cyclers));
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Bmemcpy(&g_cyclers[0],&pSavedState->g_cyclers[0],sizeof(g_cyclers));
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Bmemcpy(&g_playerSpawnPoints[0],&pSavedState->g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints));
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Bmemcpy(&g_playerSpawnPoints[0],&pSavedState->g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints));
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Bmemcpy(&g_animWallCnt,&pSavedState->g_animWallCnt,sizeof(g_animWallCnt));
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g_animWallCnt = pSavedState->g_animWallCnt;
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Bmemcpy(&SpriteDeletionQueue[0],&pSavedState->SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue));
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Bmemcpy(&SpriteDeletionQueue[0],&pSavedState->SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue));
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Bmemcpy(&g_spriteDeleteQueuePos,&pSavedState->g_spriteDeleteQueuePos,sizeof(g_spriteDeleteQueuePos));
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g_spriteDeleteQueuePos = pSavedState->g_spriteDeleteQueuePos;
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Bmemcpy(&animwall[0],&pSavedState->animwall[0],sizeof(animwall));
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Bmemcpy(&animwall[0],&pSavedState->animwall[0],sizeof(animwall));
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Bmemcpy(&g_origins[0],&pSavedState->origins[0],sizeof(g_origins));
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Bmemcpy(&g_origins[0],&pSavedState->origins[0],sizeof(g_origins));
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Bmemcpy(&g_mirrorWall[0],&pSavedState->g_mirrorWall[0],sizeof(g_mirrorWall));
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Bmemcpy(&g_mirrorWall[0],&pSavedState->g_mirrorWall[0],sizeof(g_mirrorWall));
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Bmemcpy(&g_mirrorSector[0],&pSavedState->g_mirrorSector[0],sizeof(g_mirrorSector));
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Bmemcpy(&g_mirrorSector[0],&pSavedState->g_mirrorSector[0],sizeof(g_mirrorSector));
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Bmemcpy(&g_mirrorCount,&pSavedState->g_mirrorCount,sizeof(g_mirrorCount));
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g_mirrorCount = pSavedState->g_mirrorCount;
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Bmemcpy(&show2dsector[0],&pSavedState->show2dsector[0],sizeof(show2dsector));
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Bmemcpy(&show2dsector[0],&pSavedState->show2dsector[0],sizeof(show2dsector));
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Bmemcpy(&g_cloudCnt,&pSavedState->g_cloudCnt,sizeof(g_cloudCnt));
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g_cloudCnt = pSavedState->g_cloudCnt;
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Bmemcpy(&g_cloudSect[0],&pSavedState->g_cloudSect[0],sizeof(g_cloudSect));
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Bmemcpy(&g_cloudSect[0],&pSavedState->g_cloudSect[0],sizeof(g_cloudSect));
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Bmemcpy(&g_cloudX,&pSavedState->g_cloudX,sizeof(g_cloudX));
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g_cloudX = pSavedState->g_cloudX;
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Bmemcpy(&g_cloudY,&pSavedState->g_cloudY,sizeof(g_cloudY));
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g_cloudY = pSavedState->g_cloudY;
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Bmemcpy(&g_pskyidx,&pSavedState->pskyidx,sizeof(g_pskyidx));
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g_pskyidx = pSavedState->pskyidx;
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Bmemcpy(&g_animateGoal[0],&pSavedState->g_animateGoal[0],sizeof(g_animateGoal));
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Bmemcpy(&g_animateGoal[0],&pSavedState->g_animateGoal[0],sizeof(g_animateGoal));
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Bmemcpy(&g_animateVel[0],&pSavedState->g_animateVel[0],sizeof(g_animateVel));
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Bmemcpy(&g_animateVel[0],&pSavedState->g_animateVel[0],sizeof(g_animateVel));
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Bmemcpy(&g_animateCnt,&pSavedState->g_animateCnt,sizeof(g_animateCnt));
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g_animateCnt = pSavedState->g_animateCnt;
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Bmemcpy(&g_animateSect[0],&pSavedState->g_animateSect[0],sizeof(g_animateSect));
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Bmemcpy(&g_animateSect[0],&pSavedState->g_animateSect[0],sizeof(g_animateSect));
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Bmemcpy(&g_animatePtr[0],&pSavedState->g_animatePtr[0],sizeof(g_animatePtr));
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Bmemcpy(&g_animatePtr[0],&pSavedState->g_animatePtr[0],sizeof(g_animatePtr));
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G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_BACK);
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G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_BACK);
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Bmemcpy(&g_playerSpawnCnt,&pSavedState->g_playerSpawnCnt,sizeof(g_playerSpawnCnt));
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g_playerSpawnCnt = pSavedState->g_playerSpawnCnt;
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Bmemcpy(&g_earthquakeTime,&pSavedState->g_earthquakeTime,sizeof(g_earthquakeTime));
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g_earthquakeTime = pSavedState->g_earthquakeTime;
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Bmemcpy(&lockclock,&pSavedState->lockclock,sizeof(lockclock));
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lockclock = pSavedState->lockclock;
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Bmemcpy(&randomseed,&pSavedState->randomseed,sizeof(randomseed));
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randomseed = pSavedState->randomseed;
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Bmemcpy(&g_globalRandom,&pSavedState->g_globalRandom,sizeof(g_globalRandom));
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g_globalRandom = pSavedState->g_globalRandom;
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#if !defined LUNATIC
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#if !defined LUNATIC
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for (bssize_t i=g_gameVarCount-1; i>=0; i--)
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for (bssize_t i=g_gameVarCount-1; i>=0; i--)
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{
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{
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