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Fixed broken portals after loading saved game #462

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merged 1 commit into from Apr 15, 2018
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2 changes: 1 addition & 1 deletion src/p_saveg.cpp
Expand Up @@ -994,7 +994,7 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
arc("zones", level.Zones);
arc("lineportals", level.linePortals);
arc("sectorportals", level.sectorPortals);
if (arc.isReading()) P_CollectLinkedPortals();
if (arc.isReading()) P_FinalizePortals();

// [ZZ] serialize events
E_SerializeEvents(arc);
Expand Down
5 changes: 3 additions & 2 deletions src/p_setup.cpp
Expand Up @@ -4141,7 +4141,8 @@ void P_SetupLevel (const char *lumpname, int position)
times[16].Clock();
if (reloop) P_LoopSidedefs (false);
PO_Init (); // Initialize the polyobjs
P_FinalizePortals(); // finalize line portals after polyobjects have been initialized. This info is needed for properly flagging them.
if (!savegamerestore)
P_FinalizePortals(); // finalize line portals after polyobjects have been initialized. This info is needed for properly flagging them.
times[16].Unclock();

assert(sidetemp != NULL);
Expand Down Expand Up @@ -4377,4 +4378,4 @@ CCMD(dumpgeometry)
}
}
}
}
}