- Clean up a bunch of serialisers that were saving vector members, and not the whole vector.

This commit is contained in:
Mitchell Richters 2023-10-03 09:33:28 +11:00 committed by Christoph Oelckers
parent 8bed6c9241
commit 8d205bc896
3 changed files with 23 additions and 56 deletions

View file

@ -93,9 +93,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_orig& w, pl
{
if (arc.BeginObject(keyname))
{
arc("ox", w.opos.X)
("oy", w.opos.Y)
("oz", w.opos.Z)
arc("opos", w.opos)
("oa", w.oa)
("os", w.os)
.EndObject();
@ -108,19 +106,14 @@ void DDukePlayer::Serialize(FSerializer& arc)
Super::Serialize(arc);
arc.Array("gotweapon", gotweapon, MAX_WEAPONS)
("pals", pals)
("fricx", fric.X)
("fricy", fric.Y)
("exitx", Exit.X)
("exity", Exit.Y)
("fric", fric)
("exit", Exit)
("numloogs", numloogs)
("loogcnt", loogcnt)
.Array("loogie", loogie, numloogs)
("bobposx", bobpos.X)
("bobposy", bobpos.Y)
("bobpos", bobpos)
("pyoff", pyoff)
("posxv", vel.X)
("posyv", vel.Y)
("poszv", vel.Z)
("posv", vel)
("last_pissed_time", last_pissed_time)
("truefz", truefz)
("truecz", truecz)
@ -215,8 +208,7 @@ void DDukePlayer::Serialize(FSerializer& arc)
// RR from here on
("stairs", stairs)
("detonate_count", detonate_count)
("noise.X", noise.X)
("noise.Y", noise.Y)
("noise", noise)
("noise_radius", noise_radius)
("drink_timer", drink_timer)
("eat_timer", eat_timer)
@ -292,8 +284,7 @@ void DDukeActor::Serialize(FSerializer& arc)
("mapspawned", mapSpawned)
("floorz", floorz)
("ceilingz", ceilingz)
("lastvx", ovel.X)
("lastvy", ovel.Y)
("lastv", ovel)
("saved_ammo", saved_ammo)
("temp_actor", temp_actor)
("seek_actor", seek_actor)

View file

@ -2125,8 +2125,7 @@ void DExhumedPlayer::Serialize(FSerializer& arc)
("score", nPlayerScore)
("color", nPlayerColor)
("pistolclip", nPistolClip)
("thrustx", nThrust.X)
("thrusty", nThrust.Y)
("thrust", nThrust)
("dopplesprite", pDoppleSprite)
("oldweapon", nPlayerOldWeapon)
("clip", nPlayerClip)

View file

@ -330,18 +330,14 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_SPRITE& w, P
("PresentState", w.PresentState)
("ActionState", w.ActionState)
("RestState", w.RestState)
("ox", w.opos.X)
("oy", w.opos.Y)
("x", w.pos.X)
("y", w.pos.Y)
("pos", w.pos)
.Array("over", w.over, countof(w.over))
("id", w.ID)
("picndx", w.picndx)
("picnum", w.picnum)
("vel", w.vel)
("vel_adj", w.vel_adj)
("xorig", w.bobpos.X)
("yorig", w.bobpos.Y)
("orig", w.bobpos)
("flags", w.flags)
("priority", w.priority)
("scale", w.scale)
@ -368,8 +364,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_SPRITE& w, P
}
if (arc.isReading())
{
w.opos.X = w.pos.X;
w.opos.Y = w.pos.Y;
w.opos = w.pos;
}
return arc;
}
@ -394,13 +389,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, REMOTE_CONTROL& w,
arc("cursectnum", w.cursectp)
("lastcursectnum", w.lastcursectp)
("pang", w.pang)
("xvect", w.vect.X)
("yvect", w.vect.Y)
("slide_xvect", w.slide_vect.X)
("slide_yvect", w.slide_vect.Y)
("x", w.pos.X)
("y", w.pos.Y)
("z", w.pos.Z)
("vect", w.vect)
("slide_vect", w.slide_vect)
("pos", w.pos)
("sop_control", w.sop_control)
.EndObject();
}
@ -435,9 +426,7 @@ void DSWPlayer::Serialize(FSerializer& arc)
{
Super::Serialize(arc);
arc("lv_sectnum", lv_sector)
("lv_x", lv.X)
("lv_y", lv.Y)
("lv_z", lv.Z)
("lv", lv)
("remote_sprite", remoteActor)
("remote", remote)
("sop_remote", sop_remote)
@ -456,14 +445,10 @@ void DSWPlayer::Serialize(FSerializer& arc)
("lo_sp", lowActor)
("last_camera_sp", last_camera_act)
("circle_camera_dist", circle_camera_dist)
("six", si.X)
("siy", si.Y)
("siz", si.Z)
("xvect", vect.X)
("yvect", vect.Y)
("si", si)
("vect", vect)
("friction", friction)
("slide_xvect", slide_vect.X)
("slide_yvect", slide_vect.Y)
("slide_vect", slide_vect)
("slide_ang", slide_ang)
("slide_dec", slide_dec)
("drive_avel", drive_avel)
@ -476,14 +461,12 @@ void DSWPlayer::Serialize(FSerializer& arc)
("recoil_ndx", recoil_ndx)
("recoil_horizoff", recoil_horizoff)
("recoil_ohorizoff", recoil_ohorizoff)
("revolvex", Revolve.X)
("revolvey", Revolve.Y)
("revolve", Revolve)
("RevolveDeltaAng", RevolveDeltaAng)
("RevolveAng", RevolveAng)
("PlayerUnderSprite", PlayerUnderActor)
("LadderSector", LadderSector)
("lx", LadderPosition.X)
("ly", LadderPosition.Y)
("ladderpos", LadderPosition)
("JumpDuration", JumpDuration)
("WadeDepth", WadeDepth)
("bob_amt", pbob_amt)
@ -604,9 +587,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w,
.Array("orig", w.orig, def->orig, w.num_walls)
("controller", w.controller, def->controller)
("child", w.sp_child, def->sp_child)
("xmid", w.pmid.X, def->pmid.X)
("ymid", w.pmid.Y, def->pmid.Y)
("zmid", w.pmid.Z, def->pmid.Z)
("mid", w.pmid, def->pmid)
("vel", w.vel, def->vel)
("vel_tgt", w.vel_tgt, def->vel_tgt)
("zdelta", w.zdelta, def->zdelta)
@ -761,9 +742,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
("Attach", w.attachActor, def->attachActor)
("PlayerP", w.PlayerP, def->PlayerP)
("Sibling", w.Sibling, def->Sibling)
("xchange", w.change.X, def->change.X)
("ychange", w.change.Y, def->change.Y)
("zchange", w.change.Z, def->change.Z)
("change", w.change, def->change)
("z_tgt", w.z_tgt, def->z_tgt)
("vel_tgt", w.vel_tgt, def->vel_tgt)
("vel_rate", w.vel_rate, def->vel_rate)
@ -796,9 +775,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
("motion_blur_num", w.motion_blur_num, def->motion_blur_num)
("wait_active_check", w.wait_active_check, def->wait_active_check)
("inactive_time", w.inactive_time, def->inactive_time)
("sx", w.pos.X, def->pos.X)
("sy", w.pos.Y, def->pos.Y)
("sz", w.pos.Z, def->pos.Z)
("pos", w.pos, def->pos)
("sang", w.sang, def->sang)
("spal", w.spal, def->spal)
//("ret", w.coll, def->coll) // is this needed?