- we no longer need to recreate interpolations after loading a savegame.

This commit is contained in:
Christoph Oelckers 2020-11-26 17:45:06 +01:00
parent 82a0e95485
commit 87111a2fbc
1 changed files with 0 additions and 42 deletions

View File

@ -55,47 +55,6 @@ void lava_serialize(FSerializer& arc);
void SerializeGameVars(FSerializer &arc); void SerializeGameVars(FSerializer &arc);
static void recreateinterpolations()
{
numinterpolations = 0;
DukeStatIterator it(STAT_EFFECTOR);
while (auto k = it.Next())
{
auto sectnum = k->s.sectnum;
switch (k->s.lotag)
{
case SE_31_FLOOR_RISE_FALL:
setinterpolation(&sector[sectnum].floorz);
break;
case SE_32_CEILING_RISE_FALL:
setinterpolation(&sector[sectnum].ceilingz);
break;
case SE_17_WARP_ELEVATOR:
case SE_25_PISTON:
setinterpolation(&sector[sectnum].floorz);
setinterpolation(&sector[sectnum].ceilingz);
break;
case SE_0_ROTATING_SECTOR:
case SE_5_BOSS:
case SE_6_SUBWAY:
case SE_11_SWINGING_DOOR:
case SE_14_SUBWAY_CAR:
case SE_15_SLIDING_DOOR:
case SE_16_REACTOR:
case SE_26:
case SE_30_TWO_WAY_TRAIN:
setsectinterpolate(sectnum);
break;
}
}
for (int i = numinterpolations - 1; i >= 0; i--) bakipos[i] = *curipos[i];
for (int i = animatecnt - 1; i >= 0; i--)
setinterpolation(animateptr(i));
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, animwalltype& w, animwalltype* def) FSerializer& Serialize(FSerializer& arc, const char* keyname, animwalltype& w, animwalltype* def)
{ {
if (arc.BeginObject(keyname)) if (arc.BeginObject(keyname))
@ -480,7 +439,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
Mus_SetPaused(false); Mus_SetPaused(false);
FX_SetReverb(0); FX_SetReverb(0);
recreateinterpolations();
show_shareware = 0; show_shareware = 0;
everyothertime = 0; everyothertime = 0;