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- handle newly activated 'unused' fields properly for serialization.
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coelckers committed Jul 25, 2021
1 parent b588abb commit cc3e6b7
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Showing 2 changed files with 4 additions and 2 deletions.
4 changes: 2 additions & 2 deletions source/games/blood/src/db.h
Expand Up @@ -96,8 +96,6 @@ struct XSPRITE {
unsigned int medium : 2; // medium
unsigned int respawn : 2; // Respawn option
unsigned int unused2 : 1; // (new) patrol state
unsigned int unused3 : 2; // "unused"
unsigned int unused4 : 6; // "unused"
};
};
int32_t targetX; // target x
Expand Down Expand Up @@ -134,6 +132,8 @@ struct XSPRITE {
uint8_t lockMsg; // Lock msg
int8_t dodgeDir; // Dude dodge direction
uint8_t unused1; // modern flags
uint8_t unused3; // something about sight checks
uint8_t unused4; // patrol turn delay

};

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2 changes: 2 additions & 0 deletions source/games/blood/src/loadsave.cpp
Expand Up @@ -568,6 +568,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, XSPRITE& w, XSPRIT
("lockmsg", w.lockMsg, def->lockMsg)
("dodgedir", w.dodgeDir, def->dodgeDir)
("modernflags", w.unused1, def->unused1)
("sightstuff", w.unused3, def->unused3)
("patrolturndelay", w.unused4, def->unused4)
.EndObject();
}
return arc;
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