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synced 2024-11-11 07:11:39 +00:00
- we no longer need to recreate interpolations after loading a savegame.
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82a0e95485
commit
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1 changed files with 0 additions and 42 deletions
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@ -55,47 +55,6 @@ void lava_serialize(FSerializer& arc);
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void SerializeGameVars(FSerializer &arc);
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void SerializeGameVars(FSerializer &arc);
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static void recreateinterpolations()
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{
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numinterpolations = 0;
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DukeStatIterator it(STAT_EFFECTOR);
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while (auto k = it.Next())
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{
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auto sectnum = k->s.sectnum;
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switch (k->s.lotag)
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{
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case SE_31_FLOOR_RISE_FALL:
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setinterpolation(§or[sectnum].floorz);
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break;
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case SE_32_CEILING_RISE_FALL:
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setinterpolation(§or[sectnum].ceilingz);
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break;
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case SE_17_WARP_ELEVATOR:
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case SE_25_PISTON:
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setinterpolation(§or[sectnum].floorz);
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setinterpolation(§or[sectnum].ceilingz);
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break;
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case SE_0_ROTATING_SECTOR:
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case SE_5_BOSS:
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case SE_6_SUBWAY:
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case SE_11_SWINGING_DOOR:
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case SE_14_SUBWAY_CAR:
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case SE_15_SLIDING_DOOR:
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case SE_16_REACTOR:
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case SE_26:
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case SE_30_TWO_WAY_TRAIN:
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setsectinterpolate(sectnum);
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break;
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}
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}
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for (int i = numinterpolations - 1; i >= 0; i--) bakipos[i] = *curipos[i];
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for (int i = animatecnt - 1; i >= 0; i--)
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setinterpolation(animateptr(i));
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, animwalltype& w, animwalltype* def)
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FSerializer& Serialize(FSerializer& arc, const char* keyname, animwalltype& w, animwalltype* def)
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{
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{
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if (arc.BeginObject(keyname))
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if (arc.BeginObject(keyname))
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@ -480,7 +439,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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Mus_SetPaused(false);
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Mus_SetPaused(false);
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FX_SetReverb(0);
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FX_SetReverb(0);
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recreateinterpolations();
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show_shareware = 0;
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show_shareware = 0;
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everyothertime = 0;
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everyothertime = 0;
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