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patch over the savegame problems with FState.
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parent
a1cbeb1b0d
commit
71e44ac7ae
1 changed files with 22 additions and 3 deletions
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@ -175,6 +175,16 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_STATE*& w, P
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return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(PANEL_STATE));
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}
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FSerializer& _Serialize(FSerializer& arc, const char* keyname, FState*& w, FState** def)
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{
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return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(FState));
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}
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FSerializer& _Serialize(FSerializer& arc, const char* keyname, FState**& w, FState*** def)
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{
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return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(FState*));
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, ACTOR_ACTION_SET*& w, ACTOR_ACTION_SET** def)
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{
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return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(ACTOR_ACTION_SET));
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@ -583,12 +593,21 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
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}
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if (arc.BeginObject(keyname))
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{
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arc("WallP", w.WallP, def->WallP)
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// The default serializer cannot handle the statically defined states so call these functons explicitly.
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_Serialize(arc, "State", w.__legacyState.State, &def->__legacyState.State);
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_Serialize(arc, "Rot", w.__legacyState.Rot, &def->__legacyState.Rot);
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_Serialize(arc, "StateStart", w.__legacyState.StateStart, &def->__legacyState.StateStart);
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_Serialize(arc, "StateEnd", w.__legacyState.StateEnd, &def->__legacyState.StateEnd);
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_Serialize(arc, "StateFallOverride", w.__legacyState.StateFallOverride, &def->__legacyState.StateFallOverride);
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/*
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("State", w.__legacyState.State, def->__legacyState.State)
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//("Rot", w.__legacyState.Rot, def->__legacyState.Rot)
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("Rot", w.__legacyState.Rot, def->__legacyState.Rot)
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("StateStart", w.__legacyState.StateStart, def->__legacyState.StateStart)
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("StateEnd", w.__legacyState.StateEnd, def->__legacyState.StateEnd)
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//("StateFallOverride", w.__legacyState.StateFallOverride, def->__legacyState.StateFallOverride)
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("StateFallOverride", w.__legacyState.StateFallOverride, def->__legacyState.StateFallOverride)
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*/
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arc
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("WallP", w.WallP, def->WallP)
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("ActorActionSet", w.__legacyState.ActorActionSet, def->__legacyState.ActorActionSet)
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("Personality", w.Personality, def->Personality)
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("Attrib", w.__legacyState.Attrib, def->__legacyState.Attrib)
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