// leave this line at the top for all g_xxxx.cpp files... #include "g_headers.h" //g_objectives.cpp //reads in ext_data\objectives.dat to objectives[] #include "g_local.h" #include "g_items.h" #define G_OBJECTIVES_CPP #include "objectives.h" qboolean missionInfo_Updated; /* ============ OBJ_SetPendingObjectives ============ */ void OBJ_SetPendingObjectives(gentity_t *ent) { int i; for (i=0;iclient->sess.mission_objectives[i].status == OBJECTIVE_STAT_PENDING) && (ent->client->sess.mission_objectives[i].display)) { ent->client->sess.mission_objectives[i].status = OBJECTIVE_STAT_FAILED; } } } /* ============ OBJ_SaveMissionObjectives ============ */ void OBJ_SaveMissionObjectives( gclient_t *client ) { gi.AppendToSaveGame('OBJT', client->sess.mission_objectives, sizeof(client->sess.mission_objectives)); } /* ============ OBJ_SaveObjectiveData ============ */ void OBJ_SaveObjectiveData(void) { gclient_t *client; client = &level.clients[0]; OBJ_SaveMissionObjectives( client ); } /* ============ OBJ_LoadMissionObjectives ============ */ void OBJ_LoadMissionObjectives( gclient_t *client ) { gi.ReadFromSaveGame('OBJT', (void *) &client->sess.mission_objectives, sizeof(client->sess.mission_objectives)); } /* ============ OBJ_LoadObjectiveData ============ */ void OBJ_LoadObjectiveData(void) { gclient_t *client; client = &level.clients[0]; OBJ_LoadMissionObjectives( client ); }