23 lines
1.1 KiB
Markdown
23 lines
1.1 KiB
Markdown
# Singleplayer Systems {#sp}
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## Save/Load System {#saveload}
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### Nuclide APIs
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Every NSEntity class usually comes with a `NSEntity::Save()` and `NSEntity::Restore()` override. These are also used for [level transitions](@ref transitions).
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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).
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### LVC Files
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The engine stores cached copies for the current (non-saved) game into the `<gamedir>/saves` directory, in the form of **lvc** files. Each **lvc** file represents a map, containing a copy of its **entity lump**.
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When a specific save is made, it will have its own directory under `<gamedir>/saves/`, with its own copy of **lvc** files.
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### FSV Files
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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.
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### Preview Image
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The preview image for save games is stored under `<gamedir>/saves/<savename>/screeny.tga`.
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