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Reenable lights for active monsters when loading level

pull/6050/head
staphen 3 years ago committed by Anders Jenbo
parent
commit
a74d041041
  1. 8
      Source/loadsave.cpp

8
Source/loadsave.cpp

@ -2600,8 +2600,12 @@ void LoadLevel()
if (leveltype != DTYPE_TOWN) {
for (int &monsterId : ActiveMonsters)
monsterId = file.NextBE<int32_t>();
for (size_t i = 0; i < ActiveMonsterCount; i++)
LoadMonster(&file, Monsters[ActiveMonsters[i]]);
for (size_t i = 0; i < ActiveMonsterCount; i++) {
Monster &monster = Monsters[ActiveMonsters[i]];
LoadMonster(&file, monster);
if (monster.isUnique() && monster.lightId != NO_LIGHT)
Lights[monster.lightId].isInvalid = false;
}
for (int &objectId : ActiveObjects)
objectId = file.NextLE<int8_t>();
for (int &objectId : AvailableObjects)

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