Store sector object interpolation data in saved game

This commit is contained in:
NY00123 2020-05-01 15:11:08 +03:00 committed by Christoph Oelckers
parent 27675d9f4f
commit f3654d80e7

View file

@ -37,6 +37,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "tags.h" #include "tags.h"
#include "lists.h" #include "lists.h"
#include "interp.h" #include "interp.h"
#include "interpso.h"
#include "network.h" #include "network.h"
//#include "save.h" //#include "save.h"
@ -612,6 +613,10 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
assert(!saveisshot); assert(!saveisshot);
} }
// SO interpolations
saveisshot |= so_writeinterpolations(fil);
assert(!saveisshot);
// parental lock // parental lock
for (i = 0; i < (int)SIZ(otlist); i++) for (i = 0; i < (int)SIZ(otlist); i++)
{ {
@ -995,6 +1000,10 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
saveisshot |= LoadSymDataInfo(fil, (void **)&short_curipos[i]); saveisshot |= LoadSymDataInfo(fil, (void **)&short_curipos[i]);
if (saveisshot) { MCLOSE_READ(fil); return false; } if (saveisshot) { MCLOSE_READ(fil); return false; }
// SO interpolations
saveisshot |= so_readinterpolations(fil);
if (saveisshot) { MCLOSE_READ(fil); return -1; }
// parental lock // parental lock
for (i = 0; i < (int)SIZ(otlist); i++) for (i = 0; i < (int)SIZ(otlist); i++)
{ {