mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
756 lines
16 KiB
C++
756 lines
16 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "Window.h"
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#include "Winvar.h"
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#include "GuiScript.h"
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#include "UserInterfaceLocal.h"
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/*
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=========================
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Script_Set
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=========================
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*/
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void Script_Set( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src )
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{
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idStr key, val;
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idWinStr* dest = dynamic_cast<idWinStr*>( ( *src )[0].var );
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if( dest )
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{
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if( idStr::Icmp( *dest, "cmd" ) == 0 )
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{
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dest = dynamic_cast<idWinStr*>( ( *src )[1].var );
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int parmCount = src->Num();
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if( parmCount > 2 )
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{
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val = dest->c_str();
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int i = 2;
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while( i < parmCount )
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{
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val += " \"";
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val += ( *src )[i].var->c_str();
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val += "\"";
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i++;
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}
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window->AddCommand( val );
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}
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else
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{
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window->AddCommand( *dest );
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}
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return;
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}
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}
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( *src )[0].var->Set( ( *src )[1].var->c_str() );
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( *src )[0].var->SetEval( false );
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}
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/*
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=========================
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Script_SetFocus
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=========================
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*/
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void Script_SetFocus( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src )
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{
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idWinStr* parm = dynamic_cast<idWinStr*>( ( *src )[0].var );
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if( parm )
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{
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drawWin_t* win = window->GetGui()->GetDesktop()->FindChildByName( *parm );
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if( win != NULL && win->win != NULL )
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{
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window->SetFocus( win->win );
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}
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}
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}
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/*
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=========================
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Script_ShowCursor
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=========================
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*/
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void Script_ShowCursor( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src )
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{
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idWinStr* parm = dynamic_cast<idWinStr*>( ( *src )[0].var );
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if( parm )
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{
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if( atoi( *parm ) )
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{
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window->GetGui()->GetDesktop()->ClearFlag( WIN_NOCURSOR );
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}
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else
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{
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window->GetGui()->GetDesktop()->SetFlag( WIN_NOCURSOR );
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}
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}
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}
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/*
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=========================
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Script_RunScript
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run scripts must come after any set cmd set's in the script
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=========================
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*/
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void Script_RunScript( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src )
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{
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idWinStr* parm = dynamic_cast<idWinStr*>( ( *src )[0].var );
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if( parm )
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{
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idStr str = window->cmd;
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str += " ; runScript ";
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str += parm->c_str();
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window->cmd = str;
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}
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}
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/*
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=========================
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Script_LocalSound
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=========================
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*/
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void Script_LocalSound( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src )
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{
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idWinStr* parm = dynamic_cast<idWinStr*>( ( *src )[0].var );
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if( parm )
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{
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common->SW()->PlayShaderDirectly( *parm );
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}
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}
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/*
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=========================
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Script_EvalRegs
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=========================
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*/
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void Script_EvalRegs( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src )
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{
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window->EvalRegs( -1, true );
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}
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/*
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=========================
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Script_EndGame
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=========================
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*/
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void Script_EndGame( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src )
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{
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cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" );
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}
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/*
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=========================
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Script_ResetTime
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=========================
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*/
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void Script_ResetTime( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src )
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{
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idWinStr* parm = dynamic_cast<idWinStr*>( ( *src )[0].var );
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drawWin_t* win = NULL;
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if( parm != NULL && src->Num() > 1 )
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{
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win = window->GetGui()->GetDesktop()->FindChildByName( *parm );
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parm = dynamic_cast<idWinStr*>( ( *src )[1].var );
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}
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if( parm == NULL )
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{
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return;
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}
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if( win != NULL && win->win != NULL )
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{
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win->win->ResetTime( atoi( *parm ) );
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win->win->EvalRegs( -1, true );
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}
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else
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{
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window->ResetTime( atoi( *parm ) );
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window->EvalRegs( -1, true );
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}
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}
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/*
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=========================
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Script_ResetCinematics
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=========================
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*/
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void Script_ResetCinematics( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src )
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{
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window->ResetCinematics();
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}
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/*
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=========================
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Script_Transition
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=========================
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*/
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void Script_Transition( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src )
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{
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// transitions always affect rect or vec4 vars
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if( src->Num() >= 4 )
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{
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idWinRectangle* rect = NULL;
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idWinVec4* vec4 = dynamic_cast<idWinVec4*>( ( *src )[0].var );
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//
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// added float variable
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idWinFloat* val = NULL;
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//
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if( vec4 == NULL )
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{
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rect = dynamic_cast<idWinRectangle*>( ( *src )[0].var );
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//
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// added float variable
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if( NULL == rect )
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{
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val = dynamic_cast<idWinFloat*>( ( *src )[0].var );
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}
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//
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}
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idWinVec4* from = dynamic_cast<idWinVec4*>( ( *src )[1].var );
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idWinVec4* to = dynamic_cast<idWinVec4*>( ( *src )[2].var );
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idWinStr* timeStr = dynamic_cast<idWinStr*>( ( *src )[3].var );
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//
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// added float variable
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if( !( ( vec4 || rect || val ) && from && to && timeStr ) )
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{
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//
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common->Warning( "Bad transition in gui %s in window %s\n", window->GetGui()->GetSourceFile(), window->GetName() );
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return;
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}
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int time = atoi( *timeStr );
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float ac = 0.0f;
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float dc = 0.0f;
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if( src->Num() > 4 )
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{
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idWinStr* acv = dynamic_cast<idWinStr*>( ( *src )[4].var );
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idWinStr* dcv = dynamic_cast<idWinStr*>( ( *src )[5].var );
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assert( acv && dcv );
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ac = atof( *acv );
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dc = atof( *dcv );
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}
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if( vec4 )
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{
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vec4->SetEval( false );
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window->AddTransition( vec4, *from, *to, time, ac, dc );
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//
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// added float variable
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}
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else if( val )
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{
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val->SetEval( false );
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window->AddTransition( val, *from, *to, time, ac, dc );
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//
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}
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else
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{
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rect->SetEval( false );
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window->AddTransition( rect, *from, *to, time, ac, dc );
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}
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window->StartTransition();
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}
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}
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typedef struct
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{
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const char* name;
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void ( *handler )( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src );
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int mMinParms;
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int mMaxParms;
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} guiCommandDef_t;
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guiCommandDef_t commandList[] =
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{
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{ "set", Script_Set, 2, 999 },
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{ "setFocus", Script_SetFocus, 1, 1 },
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{ "endGame", Script_EndGame, 0, 0 },
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{ "resetTime", Script_ResetTime, 0, 2 },
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{ "showCursor", Script_ShowCursor, 1, 1 },
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{ "resetCinematics", Script_ResetCinematics, 0, 2 },
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{ "transition", Script_Transition, 4, 6 },
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{ "localSound", Script_LocalSound, 1, 1 },
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{ "runScript", Script_RunScript, 1, 1 },
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{ "evalRegs", Script_EvalRegs, 0, 0 }
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};
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int scriptCommandCount = sizeof( commandList ) / sizeof( guiCommandDef_t );
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/*
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=========================
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idGuiScript::idGuiScript
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=========================
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*/
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idGuiScript::idGuiScript()
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{
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ifList = NULL;
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elseList = NULL;
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conditionReg = -1;
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handler = NULL;
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parms.SetGranularity( 2 );
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}
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/*
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=========================
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idGuiScript::~idGuiScript
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=========================
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*/
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idGuiScript::~idGuiScript()
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{
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delete ifList;
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delete elseList;
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int c = parms.Num();
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for( int i = 0; i < c; i++ )
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{
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if( parms[i].own )
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{
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delete parms[i].var;
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}
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}
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}
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/*
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=========================
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idGuiScript::WriteToSaveGame
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=========================
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*/
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void idGuiScript::WriteToSaveGame( idFile* savefile )
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{
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int i;
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if( ifList )
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{
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ifList->WriteToSaveGame( savefile );
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}
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if( elseList )
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{
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elseList->WriteToSaveGame( savefile );
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}
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savefile->Write( &conditionReg, sizeof( conditionReg ) );
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for( i = 0; i < parms.Num(); i++ )
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{
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if( parms[i].own )
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{
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parms[i].var->WriteToSaveGame( savefile );
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}
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}
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}
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/*
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=========================
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idGuiScript::ReadFromSaveGame
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=========================
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*/
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void idGuiScript::ReadFromSaveGame( idFile* savefile )
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{
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int i;
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if( ifList )
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{
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ifList->ReadFromSaveGame( savefile );
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}
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if( elseList )
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{
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elseList->ReadFromSaveGame( savefile );
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}
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savefile->Read( &conditionReg, sizeof( conditionReg ) );
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for( i = 0; i < parms.Num(); i++ )
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{
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if( parms[i].own )
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{
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parms[i].var->ReadFromSaveGame( savefile );
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}
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}
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}
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/*
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=========================
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idGuiScript::Parse
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=========================
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*/
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bool idGuiScript::Parse( idTokenParser* src )
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{
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int i;
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// first token should be function call
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// then a potentially variable set of parms
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// ended with a ;
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idToken token;
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if( !src->ReadToken( &token ) )
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{
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src->Error( "Unexpected end of file" );
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return false;
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}
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handler = NULL;
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for( i = 0; i < scriptCommandCount ; i++ )
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{
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if( idStr::Icmp( token, commandList[i].name ) == 0 )
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{
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handler = commandList[i].handler;
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break;
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}
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}
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if( handler == NULL )
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{
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src->Error( "Uknown script call %s", token.c_str() );
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}
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// now read parms til ;
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// all parms are read as idWinStr's but will be fixed up later
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// to be proper types
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while( 1 )
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{
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if( !src->ReadToken( &token ) )
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{
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src->Error( "Unexpected end of file" );
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return false;
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}
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if( idStr::Icmp( token, ";" ) == 0 )
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{
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break;
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}
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if( idStr::Icmp( token, "}" ) == 0 )
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{
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src->UnreadToken( &token );
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break;
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}
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idWinStr* str = new( TAG_OLD_UI ) idWinStr();
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*str = token;
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idGSWinVar wv;
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wv.own = true;
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wv.var = str;
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parms.Append( wv );
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}
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//
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// verify min/max params
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if( handler && ( parms.Num() < commandList[i].mMinParms || parms.Num() > commandList[i].mMaxParms ) )
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{
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src->Error( "incorrect number of parameters for script %s", commandList[i].name );
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}
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//
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return true;
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}
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/*
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=========================
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idGuiScriptList::Execute
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=========================
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*/
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void idGuiScriptList::Execute( idWindow* win )
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{
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int c = list.Num();
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for( int i = 0; i < c; i++ )
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{
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idGuiScript* gs = list[i];
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assert( gs );
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if( gs->conditionReg >= 0 )
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{
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if( win->HasOps() )
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{
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float f = win->EvalRegs( gs->conditionReg );
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if( f )
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{
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if( gs->ifList )
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{
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win->RunScriptList( gs->ifList );
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}
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}
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else if( gs->elseList )
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{
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win->RunScriptList( gs->elseList );
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}
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}
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}
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gs->Execute( win );
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}
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}
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/*
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=========================
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idGuiScriptList::FixupParms
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=========================
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*/
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void idGuiScript::FixupParms( idWindow* win )
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{
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if( handler == &Script_Set )
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{
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bool precacheBackground = false;
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bool precacheSounds = false;
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idWinStr* str = dynamic_cast<idWinStr*>( parms[0].var );
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assert( str );
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idWinVar* dest = win->GetWinVarByName( *str, true );
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if( dest )
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{
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delete parms[0].var;
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parms[0].var = dest;
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parms[0].own = false;
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if( dynamic_cast<idWinBackground*>( dest ) != NULL )
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{
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precacheBackground = true;
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}
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}
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else if( idStr::Icmp( str->c_str(), "cmd" ) == 0 )
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{
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precacheSounds = true;
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}
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int parmCount = parms.Num();
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for( int i = 1; i < parmCount; i++ )
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{
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idWinStr* str = dynamic_cast<idWinStr*>( parms[i].var );
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if( idStr::Icmpn( *str, "gui::", 5 ) == 0 )
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{
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// always use a string here, no point using a float if it is one
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// FIXME: This creates duplicate variables, while not technically a problem since they
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// are all bound to the same guiDict, it does consume extra memory and is generally a bad thing
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idWinStr* defvar = new( TAG_OLD_UI ) idWinStr();
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defvar->Init( *str, win );
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win->AddDefinedVar( defvar );
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delete parms[i].var;
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parms[i].var = defvar;
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parms[i].own = false;
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//dest = win->GetWinVarByName(*str, true);
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//if (dest) {
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// delete parms[i].var;
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// parms[i].var = dest;
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// parms[i].own = false;
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//}
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//
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}
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else if( ( *str[0] ) == '$' )
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{
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//
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// dont include the $ when asking for variable
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dest = win->GetGui()->GetDesktop()->GetWinVarByName( ( const char* )( *str ) + 1, true );
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//
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if( dest )
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{
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delete parms[i].var;
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parms[i].var = dest;
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parms[i].own = false;
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}
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}
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else if( idStr::Cmpn( str->c_str(), STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 )
|
|
{
|
|
str->Set( idLocalization::GetString( str->c_str() ) );
|
|
}
|
|
else if( precacheBackground )
|
|
{
|
|
const idMaterial* mat = declManager->FindMaterial( str->c_str() );
|
|
mat->SetSort( SS_GUI );
|
|
}
|
|
else if( precacheSounds )
|
|
{
|
|
// Search for "play <...>"
|
|
idToken token;
|
|
idParser parser( LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
|
|
parser.LoadMemory( str->c_str(), str->Length(), "command" );
|
|
|
|
while( parser.ReadToken( &token ) )
|
|
{
|
|
if( token.Icmp( "play" ) == 0 )
|
|
{
|
|
if( parser.ReadToken( &token ) && ( token != "" ) )
|
|
{
|
|
declManager->FindSound( token.c_str() );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if( handler == &Script_Transition )
|
|
{
|
|
if( parms.Num() < 4 )
|
|
{
|
|
common->Warning( "Window %s in gui %s has a bad transition definition", win->GetName(), win->GetGui()->GetSourceFile() );
|
|
}
|
|
idWinStr* str = dynamic_cast<idWinStr*>( parms[0].var );
|
|
assert( str );
|
|
|
|
//
|
|
drawWin_t* destowner;
|
|
idWinVar* dest = win->GetWinVarByName( *str, true, &destowner );
|
|
//
|
|
|
|
if( dest )
|
|
{
|
|
delete parms[0].var;
|
|
parms[0].var = dest;
|
|
parms[0].own = false;
|
|
}
|
|
else
|
|
{
|
|
common->Warning( "Window %s in gui %s: a transition does not have a valid destination var %s", win->GetName(), win->GetGui()->GetSourceFile(), str->c_str() );
|
|
}
|
|
|
|
//
|
|
// support variables as parameters
|
|
int c;
|
|
for( c = 1; c < 3; c ++ )
|
|
{
|
|
str = dynamic_cast<idWinStr*>( parms[c].var );
|
|
|
|
idWinVec4* v4 = new( TAG_OLD_UI ) idWinVec4;
|
|
parms[c].var = v4;
|
|
parms[c].own = true;
|
|
|
|
drawWin_t* owner = NULL;
|
|
|
|
if( ( *str[0] ) == '$' )
|
|
{
|
|
dest = win->GetWinVarByName( ( const char* )( *str ) + 1, true, &owner );
|
|
}
|
|
else
|
|
{
|
|
dest = NULL;
|
|
}
|
|
|
|
if( dest )
|
|
{
|
|
idWindow* ownerparent;
|
|
idWindow* destparent;
|
|
if( owner != NULL )
|
|
{
|
|
ownerparent = owner->simp ? owner->simp->GetParent() : owner->win->GetParent();
|
|
destparent = destowner->simp ? destowner->simp->GetParent() : destowner->win->GetParent();
|
|
|
|
// If its the rectangle they are referencing then adjust it
|
|
if( ownerparent && destparent &&
|
|
( dest == ( owner->simp ? owner->simp->GetWinVarByName( "rect" ) : owner->win->GetWinVarByName( "rect" ) ) ) )
|
|
{
|
|
idRectangle rect;
|
|
rect = *( dynamic_cast<idWinRectangle*>( dest ) );
|
|
ownerparent->ClientToScreen( &rect );
|
|
destparent->ScreenToClient( &rect );
|
|
*v4 = rect.ToVec4( );
|
|
}
|
|
else
|
|
{
|
|
v4->Set( dest->c_str( ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
v4->Set( dest->c_str( ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
v4->Set( *str );
|
|
}
|
|
|
|
delete str;
|
|
}
|
|
//
|
|
}
|
|
else if( handler == &Script_LocalSound )
|
|
{
|
|
idWinStr* str = dynamic_cast<idWinStr*>( parms[0].var );
|
|
if( str )
|
|
{
|
|
declManager->FindSound( str->c_str() );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int c = parms.Num();
|
|
for( int i = 0; i < c; i++ )
|
|
{
|
|
parms[i].var->Init( parms[i].var->c_str(), win );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=========================
|
|
idGuiScriptList::FixupParms
|
|
=========================
|
|
*/
|
|
void idGuiScriptList::FixupParms( idWindow* win )
|
|
{
|
|
int c = list.Num();
|
|
for( int i = 0; i < c; i++ )
|
|
{
|
|
idGuiScript* gs = list[i];
|
|
gs->FixupParms( win );
|
|
if( gs->ifList )
|
|
{
|
|
gs->ifList->FixupParms( win );
|
|
}
|
|
if( gs->elseList )
|
|
{
|
|
gs->elseList->FixupParms( win );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=========================
|
|
idGuiScriptList::WriteToSaveGame
|
|
=========================
|
|
*/
|
|
void idGuiScriptList::WriteToSaveGame( idFile* savefile )
|
|
{
|
|
int i;
|
|
|
|
for( i = 0; i < list.Num(); i++ )
|
|
{
|
|
list[i]->WriteToSaveGame( savefile );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=========================
|
|
idGuiScriptList::ReadFromSaveGame
|
|
=========================
|
|
*/
|
|
void idGuiScriptList::ReadFromSaveGame( idFile* savefile )
|
|
{
|
|
int i;
|
|
|
|
for( i = 0; i < list.Num(); i++ )
|
|
{
|
|
list[i]->ReadFromSaveGame( savefile );
|
|
}
|
|
}
|