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706eb5efeb
* Changed the save format a little more, since I had free reign over it. * Modified the string drawing functions to not awkwardly clip at the very edges of the screen, considering the relevant patch drawing functions avoid out-of-range memory writes.
45 lines
1.1 KiB
C
45 lines
1.1 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_saveg.h
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/// \brief Savegame I/O, archiving, persistence
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#ifndef __P_SAVEG__
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#define __P_SAVEG__
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#ifdef __GNUG__
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#pragma interface
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#endif
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// Persistent storage/archiving.
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// These are the load / save game routines.
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void P_SaveGame(void);
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void P_SaveNetGame(void);
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boolean P_LoadGame(INT16 mapoverride);
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boolean P_LoadNetGame(void);
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mobj_t *P_FindNewPosition(UINT32 oldposition);
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typedef struct
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{
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UINT8 skin;
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UINT8 botskin;
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INT32 score;
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INT32 lives;
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INT32 continues;
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UINT16 emeralds;
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UINT8 numgameovers;
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} savedata_t;
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extern savedata_t savedata;
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extern UINT8 *save_p;
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#endif
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