mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- save the entire engine state as JSON.
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
This commit is contained in:
parent
bdc1f66131
commit
817fa8aba3
10 changed files with 180 additions and 181 deletions
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@ -82,7 +82,6 @@ kMediumGoo = 2,
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// STATNUMS /////////////////////////////////////////////////////
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enum {
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kStatNothing = -1,
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kStatDecoration = 0,
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kStatFX = 1,
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kStatExplosion = 2,
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@ -104,7 +104,7 @@ void RemoveSpriteSect(int nSprite)
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{
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headspritesect[nSector] = nextspritesect[nSprite];
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}
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sprite[nSprite].sectnum = -1;
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sprite[nSprite].sectnum = MAXSECTORS;
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}
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void InsertSpriteStat(int nSprite, int nStat)
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@ -148,7 +148,7 @@ void RemoveSpriteStat(int nSprite)
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{
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headspritestat[nStat] = nextspritestat[nSprite];
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}
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sprite[nSprite].statnum = kStatNothing;
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sprite[nSprite].statnum = MAXSTATUS;
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gStatCount[nStat]--;
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}
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@ -201,12 +201,7 @@ typedef struct {
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int16_t angoff, pitch, roll;
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vec3_t pivot_offset, position_offset;
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uint8_t flags;
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uint8_t xpanning, ypanning; // EDuke script hacks.
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uint8_t filler;
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uint32_t filler2;
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float alpha;
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// NOTE: keep 'tspr' on an 8-byte boundary:
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tspriteptr_t tspr;
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} spriteext_t;
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typedef struct {
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@ -328,7 +323,6 @@ enum {
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PALETTE_TRANSLUC = 1<<2,
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};
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EXTERN char showinvisibility;
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EXTERN int32_t g_visibility, parallaxvisibility;
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// blendtable[1] to blendtable[numalphatabs] are considered to be
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@ -11,6 +11,7 @@
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#include "m_alloc.h"
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#include "intvec.h"
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#include "m_swap.h"
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#include "serializer.h"
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////////// Compiler detection //////////
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@ -242,5 +243,18 @@ void bfirst_search_try(T *const list, uint8_t *const bitmap, T *const eltnumptr,
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/* End dependence on compat.o object. */
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inline FSerializer& Serialize(FSerializer& arc, const char* key, vec3_t& c, vec3_t* def)
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{
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if (def && !memcmp(&c, def, sizeof(c))) return arc;
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if (arc.BeginObject(key))
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{
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arc("x", c.x, def? &def->x : nullptr)
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("y", c.y, def ? &def->y : nullptr)
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("z", c.z, def ? &def->z : nullptr)
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.EndObject();
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}
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return arc;
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}
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#endif // compat_h_
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@ -943,8 +943,6 @@ int32_t engineInit(void)
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xyaspect = -1;
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showinvisibility = 0;
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voxelmemory.Reset();
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for (i=0; i<MAXTILES; i++)
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@ -2231,7 +2231,7 @@ void polymost_scansector(int32_t sectnum)
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{
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auto const spr = (uspriteptr_t)&sprite[z];
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if ((spr->cstat & 0x8000 && !showinvisibility) || spr->xrepeat == 0 || spr->yrepeat == 0)
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if ((spr->cstat & 0x8000) || spr->xrepeat == 0 || spr->yrepeat == 0)
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continue;
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vec2_t const s = { spr->x-globalposx, spr->y-globalposy };
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@ -3204,21 +3204,6 @@ void polymost_drawsprite(int32_t snum)
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otex.v = -ytex.v * (pxy[3].y + .001f);
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}
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// sprite panning
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if (spriteext[spritenum].xpanning)
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{
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ytex.u -= ytex.d * ((float) (spriteext[spritenum].xpanning) * (1.0f / 255.f)) * ftsiz.x;
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otex.u -= otex.d * ((float) (spriteext[spritenum].xpanning) * (1.0f / 255.f)) * ftsiz.x;
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drawpoly_srepeat = 1;
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}
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if (spriteext[spritenum].ypanning)
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{
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ytex.v -= ytex.d * ((float) (spriteext[spritenum].ypanning) * (1.0f / 255.f)) * ftsiz.y;
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otex.v -= otex.d * ((float) (spriteext[spritenum].ypanning) * (1.0f / 255.f)) * ftsiz.y;
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drawpoly_trepeat = 1;
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}
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// Clip sprites to ceilings/floors when no parallaxing and not sloped
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if (!(sector[tspr->sectnum].ceilingstat & 3))
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{
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@ -3363,15 +3348,6 @@ void polymost_drawsprite(int32_t snum)
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t1 = 1.f - t1;
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}
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// sprite panning
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if (spriteext[spritenum].xpanning)
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{
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float const xpan = ((float)(spriteext[spritenum].xpanning) * (1.0f / 255.f));
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t0 -= xpan;
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t1 -= xpan;
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drawpoly_srepeat = 1;
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}
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xtex.u = (t0 * ryp0 - t1 * ryp1) * gxyaspect * ftsiz.x / (sx0 - sx1);
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ytex.u = 0;
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otex.u = t0 * ryp0 * gxyaspect * ftsiz.x - xtex.u * sx0;
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@ -3401,16 +3377,6 @@ void polymost_drawsprite(int32_t snum)
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otex.v = -xtex.v * sx0 - ytex.v * sf0;
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}
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// sprite panning
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if (spriteext[spritenum].ypanning)
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{
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float const ypan = ((float)(spriteext[spritenum].ypanning) * (1.0f / 255.f)) * ftsiz.y;
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xtex.v -= xtex.d * ypan;
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ytex.v -= ytex.d * ypan;
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otex.v -= otex.d * ypan;
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drawpoly_trepeat = 1;
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}
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// Clip sprites to ceilings/floors when no parallaxing
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if (!(sector[tspr->sectnum].ceilingstat & 1))
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{
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@ -3596,23 +3562,6 @@ void polymost_drawsprite(int32_t snum)
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otex.u = ftsiz.x * otex.d - otex.u;
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}
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// sprite panning
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if (spriteext[spritenum].xpanning)
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{
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float const f = ((float)(spriteext[spritenum].xpanning) * (1.0f / 255.f)) * ftsiz.x;
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ytex.u -= ytex.d * f;
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otex.u -= otex.d * f;
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drawpoly_srepeat = 1;
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}
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if (spriteext[spritenum].ypanning)
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{
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float const f = ((float)(spriteext[spritenum].ypanning) * (1.0f / 255.f)) * ftsiz.y;
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ytex.v -= ytex.d * f;
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otex.v -= otex.d * f;
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drawpoly_trepeat = 1;
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}
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vec2_16_t tempsiz = { (int16_t)tsiz.x, (int16_t)tsiz.y };
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pow2xsplit = 0;
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@ -125,6 +125,12 @@ public:
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return Serialize(*this, key, obj, save_full? nullptr : &def);
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}
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template<class T>
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FSerializer& operator()(const char* key, T& obj, T* def)
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{
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return Serialize(*this, key, obj, !def || save_full ? nullptr : def);
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}
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template<class T>
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FSerializer &Array(const char *key, T *obj, int count, bool fullcompare = false)
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{
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@ -172,6 +178,29 @@ public:
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return *this;
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}
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template<class T, class Map>
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FSerializer &SparseArray(const char *key, T *obj, int count, const Map &map, bool fullcompare = false)
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{
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if (BeginArray(key))
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{
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int max = count;
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if (isReading())
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{
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max = ArraySize();
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}
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for (int i = 0; i < count; i++)
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{
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if (map[i])
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{
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Serialize(*this, nullptr, obj[i], (T*)nullptr);
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if (--max < 0) break;
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}
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}
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EndArray();
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}
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return *this;
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}
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template<class T>
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FSerializer &Enum(const char *key, T &obj)
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{
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@ -62,11 +62,10 @@ walltype wallbackup[MAXWALLS];
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static CompositeSavegameWriter savewriter;
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static FResourceFile *savereader;
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void LoadEngineState();
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void SaveEngineState();
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void WriteSavePic(FileWriter* file, int width, int height);
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extern FString BackupSaveGame;
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void SerializeMap(FSerializer &arc);
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FixedBitArray<MAXSPRITES> activeSprites;
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CVAR(String, cl_savedir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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@ -140,8 +139,7 @@ bool OpenSaveGameForRead(const char *name)
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// Load system-side data from savegames.
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loadMapBackup(currentLevel->fileName);
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LoadEngineState();
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SerializeSession(arc); // must be AFTER LoadEngineState because it needs info from it.
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SerializeSession(arc);
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gi->SerializeGameState(arc);
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}
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return savereader != nullptr;
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@ -236,7 +234,6 @@ bool OpenSaveGameForWrite(const char* filename, const char *name)
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// Handle system-side modules that need to persist data in savegames here, in a central place.
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savegamesession.OpenWriter(save_formatted);
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SerializeSession(savegamesession);
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SaveEngineState();
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gi->SerializeGameState(savegamesession);
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buff = savegamesession.GetCompressedOutput();
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AddCompressedSavegameChunk("session.json", buff);
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@ -431,24 +428,6 @@ FString G_BuildSaveName (const char *prefix)
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#include "build.h"
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#include "mmulti.h"
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static void sv_prespriteextsave()
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{
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for (int i = 0; i < MAXSPRITES; i++)
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if (spriteext[i].mdanimtims)
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{
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spriteext[i].mdanimtims -= mdtims;
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if (spriteext[i].mdanimtims == 0)
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spriteext[i].mdanimtims++;
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}
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}
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static void sv_postspriteext()
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{
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for (int i = 0; i < MAXSPRITES; i++)
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if (spriteext[i].mdanimtims)
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spriteext[i].mdanimtims += mdtims;
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}
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static const int magic = 0xbeefcafe;
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void WriteMagic(FileWriter *fw)
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{
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@ -468,8 +447,68 @@ void CheckMagic(FileReader& fr)
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#define V(x) x
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static spritetype zsp;
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static sectortype zsec;
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static walltype zwal;
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static spriteext_t zspx;
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FSerializer &Serialize(FSerializer &arc, const char *key, spritetype &c, spritetype *def)
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{
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def = &zsp; // always delta against 0
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if (arc.BeginObject(key))
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{
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arc("x", c.x, def->x)
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("y", c.y, def->y)
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("z", c.z, def->z)
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("cstat", c.cstat, def->cstat)
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("picnum", c.picnum, def->picnum)
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("shade", c.shade, def->shade)
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("pal", c.pal, def->pal)
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("clipdist", c.clipdist, def->clipdist)
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("blend", c.blend, def->blend)
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("xrepeat", c.xrepeat, def->xrepeat)
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("yrepeat", c.yrepeat, def->yrepeat)
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("xoffset", c.xoffset, def->xoffset)
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("yoffset", c.yoffset, def->yoffset)
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("statnum", c.statnum)
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("sectnum", c.sectnum)
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("ang", c.ang, def->ang)
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("owner", c.owner, def->owner)
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("xvel", c.xvel, def->xvel)
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("yvel", c.yvel, def->yvel)
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("zvel", c.zvel, def->zvel)
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("lotag", c.lotag, def->lotag)
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("hitag", c.hitag, def->hitag)
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("extra", c.extra, def->extra)
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("detail", c.detail, def->detail)
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.EndObject();
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* key, spriteext_t& c, spriteext_t* def)
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{
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if (arc.isWriting() && c.mdanimtims)
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{
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c.mdanimtims -= mdtims;
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if (c.mdanimtims == 0) c.mdanimtims++;
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}
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def = &zspx; // always delta against 0
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if (arc.BeginObject(key))
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{
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arc("mdanimtims", c.mdanimtims, def->mdanimtims)
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("mdanimcur", c.mdanimcur, def->mdanimcur)
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("angoff", c.angoff, def->angoff)
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("pitch", c.pitch, def->pitch)
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("roll", c.roll, def->roll)
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("pivot_offset", c.pivot_offset, def->pivot_offset)
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("position_offset", c.position_offset, def->position_offset)
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("flags", c.flags, def->flags)
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("alpha", c.alpha, def->alpha)
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.EndObject();
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}
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if (c.mdanimtims) c.mdanimtims += mdtims;
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return arc;
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}
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FSerializer &Serialize(FSerializer &arc, const char *key, sectortype &c, sectortype *def)
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{
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@ -529,109 +568,88 @@ FSerializer &Serialize(FSerializer &arc, const char *key, walltype &c, walltype
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return arc;
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}
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void SerializeMap(FSerializer& arc)
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{
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// create a map of all used sprites so that we can use that elsewhere to only save what's needed.
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activeSprites.Zero();
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if (arc.isWriting())
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{
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for (int i=0; i<MAXSPRITES;i++)
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{
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if (sprite[i].statnum != MAXSTATUS)
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{
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activeSprites.Set(i);
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}
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}
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// simplify the data a bit for better compression.
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for (int i = 0; i < MAXSPRITES; i++)
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{
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if (nextspritestat[i] == i + 1) nextspritestat[i] = -2;
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if (nextspritesect[i] == i + 1) nextspritesect[i] = -2;
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if (prevspritestat[i] == i - 1) prevspritestat[i] = -2;
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if (prevspritesect[i] == i - 1) prevspritesect[i] = -2;
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}
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}
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else
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{
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memset(sprite, 0, sizeof(sprite[0]) * MAXSPRITES);
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initspritelists();
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zsp = sprite[0];
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}
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if (arc.BeginObject("engine"))
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{
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arc ("numsectors", numsectors)
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arc.SerializeMemory("activesprites", activeSprites.Storage(), activeSprites.StorageSize())
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.SparseArray("sprites", sprite, MAXSPRITES, activeSprites)
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.SparseArray("spriteext", spriteext, MAXSPRITES, activeSprites)
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("numsectors", numsectors)
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.Array("sectors", sector, sectorbackup, numsectors)
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("numwalls", numwalls)
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.Array("walls", wall, wallbackup, numwalls)
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.EndObject();
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}
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.Array("headspritestat", headspritestat, MAXSTATUS + 1)
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.Array("nextspritestat", nextspritestat, MAXSPRITES)
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.Array("prevspritestat", prevspritestat, MAXSPRITES)
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.Array("headspritesect", headspritesect, MAXSECTORS + 1)
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.Array("nextspritesect", nextspritesect, MAXSPRITES)
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.Array("prevspritesect", prevspritesect, MAXSPRITES)
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("tailspritefree", tailspritefree)
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("myconnectindex", myconnectindex)
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("connecthead", connecthead)
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.Array("connectpoint2", connectpoint2, countof(connectpoint2))
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("randomseed", randomseed)
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("numshades", numshades) // is this really needed?
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("visibility", g_visibility)
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("parallaxtype", parallaxtype)
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("parallaxvisibility", parallaxvisibility)
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("parallaxyo", parallaxyoffs_override)
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("parallaxys", parallaxyscale_override)
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("pskybits", pskybits_override)
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("numsprites", Numsprites);
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}
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void SaveEngineState()
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{
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auto fw = WriteSavegameChunk("engine.bin");
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fw->Write(sprite, sizeof(spritetype) * MAXSPRITES);
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WriteMagic(fw);
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fw->Write(headspritesect, sizeof(headspritesect));
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fw->Write(prevspritesect, sizeof(prevspritesect));
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fw->Write(nextspritesect, sizeof(nextspritesect));
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fw->Write(headspritestat, sizeof(headspritestat));
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fw->Write(prevspritestat, sizeof(prevspritestat));
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fw->Write(nextspritestat, sizeof(nextspritestat));
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WriteMagic(fw);
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for (int i = 0; i < MAXTILES; i++)
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{
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fw->Write(&picanm[i], sizeof(picanm[i]));
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}
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WriteMagic(fw);
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fw->Write(&tailspritefree, sizeof(tailspritefree));
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fw->Write(&myconnectindex, sizeof(myconnectindex));
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fw->Write(&connecthead, sizeof(connecthead));
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||||
fw->Write(connectpoint2, sizeof(connectpoint2));
|
||||
fw->Write(&randomseed, sizeof(randomseed));
|
||||
fw->Write(&numshades, sizeof(numshades));
|
||||
fw->Write(&showinvisibility, sizeof(showinvisibility));
|
||||
WriteMagic(fw);
|
||||
|
||||
fw->Write(&g_visibility, sizeof(g_visibility));
|
||||
fw->Write(¶llaxtype, sizeof(parallaxtype));
|
||||
fw->Write(¶llaxvisibility, sizeof(parallaxvisibility));
|
||||
fw->Write(¶llaxyoffs_override, sizeof(parallaxyoffs_override));
|
||||
fw->Write(¶llaxyscale_override, sizeof(parallaxyscale_override));
|
||||
fw->Write(&pskybits_override, sizeof(pskybits_override));
|
||||
WriteMagic(fw);
|
||||
|
||||
fw->Write(&Numsprites, sizeof(Numsprites));
|
||||
sv_prespriteextsave();
|
||||
fw->Write(spriteext, sizeof(spriteext_t) * MAXSPRITES);
|
||||
fw->Write(&randomseed, sizeof(randomseed));
|
||||
sv_postspriteext();
|
||||
WriteMagic(fw);
|
||||
|
||||
}
|
||||
|
||||
void LoadEngineState()
|
||||
{
|
||||
auto fr = ReadSavegameChunk("engine.bin");
|
||||
if (fr.isOpen())
|
||||
{
|
||||
memset(sprite, 0, sizeof(sprite[0]) * MAXSPRITES);
|
||||
|
||||
fr.Read(sprite, sizeof(spritetype) * MAXSPRITES);
|
||||
CheckMagic(fr);
|
||||
fr.Read(headspritesect, sizeof(headspritesect));
|
||||
fr.Read(prevspritesect, sizeof(prevspritesect));
|
||||
fr.Read(nextspritesect, sizeof(nextspritesect));
|
||||
fr.Read(headspritestat, sizeof(headspritestat));
|
||||
fr.Read(prevspritestat, sizeof(prevspritestat));
|
||||
fr.Read(nextspritestat, sizeof(nextspritestat));
|
||||
CheckMagic(fr);
|
||||
for (int i = 0; i < MAXTILES; i++)
|
||||
if (arc.BeginArray("picanm")) // write this in the most compact form available.
|
||||
{
|
||||
fr.Read(&picanm[i], sizeof(picanm[i]));
|
||||
for (int i = 0; i < MAXTILES; i++)
|
||||
{
|
||||
arc(nullptr, picanm[i].sf)
|
||||
(nullptr, picanm[i].extra);
|
||||
}
|
||||
arc.EndArray();
|
||||
}
|
||||
CheckMagic(fr);
|
||||
|
||||
fr.Read(&tailspritefree, sizeof(tailspritefree));
|
||||
fr.Read(&myconnectindex, sizeof(myconnectindex));
|
||||
fr.Read(&connecthead, sizeof(connecthead));
|
||||
fr.Read(connectpoint2, sizeof(connectpoint2));
|
||||
fr.Read(&randomseed, sizeof(randomseed));
|
||||
fr.Read(&numshades, sizeof(numshades));
|
||||
fr.Read(&showinvisibility, sizeof(showinvisibility));
|
||||
CheckMagic(fr);
|
||||
arc.EndObject();
|
||||
}
|
||||
|
||||
fr.Read(&g_visibility, sizeof(g_visibility));
|
||||
fr.Read(¶llaxtype, sizeof(parallaxtype));
|
||||
fr.Read(¶llaxvisibility, sizeof(parallaxvisibility));
|
||||
fr.Read(¶llaxyoffs_override, sizeof(parallaxyoffs_override));
|
||||
fr.Read(¶llaxyscale_override, sizeof(parallaxyscale_override));
|
||||
fr.Read(&pskybits_override, sizeof(pskybits_override));
|
||||
CheckMagic(fr);
|
||||
|
||||
fr.Read(&Numsprites, sizeof(Numsprites));
|
||||
fr.Read(spriteext, sizeof(spriteext_t) * MAXSPRITES);
|
||||
fr.Read(&randomseed, sizeof(randomseed));
|
||||
sv_postspriteext();
|
||||
CheckMagic(fr);
|
||||
|
||||
fr.Close();
|
||||
// Undo the simplification.
|
||||
for (int i = 0; i < MAXSPRITES; i++)
|
||||
{
|
||||
if (nextspritestat[i] == -2) nextspritestat[i] = i + 1;
|
||||
if (nextspritesect[i] == -2) nextspritesect[i] = i + 1;
|
||||
if (prevspritestat[i] == -2) prevspritestat[i] = i - 1;
|
||||
if (prevspritesect[i] == -2) prevspritesect[i] = i - 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -20,8 +20,6 @@ int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu);
|
|||
void G_LoadGame(const char* filename);
|
||||
void G_SaveGame(const char* fn, const char* desc, bool ok4q, bool forceq);
|
||||
|
||||
void SaveEngineState();
|
||||
void LoadEngineState();
|
||||
void M_Autosave();
|
||||
|
||||
#define SAVEGAME_EXT ".dsave"
|
||||
|
|
|
@ -4632,7 +4632,7 @@ NewStateGroup(short SpriteNum, STATEp StateGroup[])
|
|||
|
||||
// Kind of a goofy check, but it should catch alot of invalid states!
|
||||
// BTW, 6144 is the max tile number allowed in editart.
|
||||
if (u->State && (u->State->Pic < 0 || u->State->Pic > 6144)) // JBF: verify this!
|
||||
if (u->State && (u->State->Pic < 0 || u->State->Pic > MAXTILES)) // JBF: verify this!
|
||||
return 0;
|
||||
|
||||
u->Rot = StateGroup;
|
||||
|
|
Loading…
Reference in a new issue