jedioutcast/code/game/g_objectives.cpp

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2013-04-04 14:52:42 +00:00
// 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;i<MAX_OBJECTIVES;++i)
{
if ((ent->client->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 );
}