# Singleplayer Systems {#sp} ## Save/Load System {#saveload} ### Nuclide APIs Every NSEntity class usually comes with a `NSEntity::Save()` and `NSEntity::Restore()` override. These are also used for [level transitions](@ref transitions). When a save-game has been restored, the overridable method `NSEntity::RestoreComplete()` will be called. At that point AI or some time based triggers get the chance to re-align themselves with the reloaded environment (if necessary). ### LVC Files The engine stores cached copies for the current (non-saved) game into the `/saves` directory, in the form of **lvc** files. Each **lvc** file represents a map, containing a copy of its **entity lump**. When a specific save is made, it will have its own directory under `/saves/`, with its own copy of **lvc** files. ### FSV Files Contain misc meta-data accompanying the save file, such as rate, chapter title, player slot parameters, server info keys, as well as specifically engine tracked console variables. ### Preview Image The preview image for save games is stored under `/saves//screeny.tga`.