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- enabled autosaves.
Fixes #55 This only creates them but does not auto-resume from them.
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4 changed files with 4 additions and 0 deletions
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@ -342,6 +342,7 @@ void GameInterface::Ticker()
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gFrameCount++;
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gFrameCount++;
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gFrameClock += 4;
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gFrameClock += 4;
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if (gFrameClock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving.
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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{
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{
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@ -453,6 +453,7 @@ void GameInterface::Ticker()
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sPlayerInput[nLocalPlayer].horizon = PlayerList[nLocalPlayer].q16horiz;
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sPlayerInput[nLocalPlayer].horizon = PlayerList[nLocalPlayer].q16horiz;
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leveltime++;
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leveltime++;
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if (leveltime == 2) gameaction = ga_autosave; // let the game run for 1 frame before saving.
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GameMove();
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GameMove();
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r_NoInterpolate = false;
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r_NoInterpolate = false;
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}
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}
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@ -100,6 +100,7 @@ void GameInterface::Ticker()
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r_NoInterpolate = false;
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r_NoInterpolate = false;
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ud.levelclock+= 4; // This must be at the end of this block so that the first tic receives a value of 0!
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ud.levelclock+= 4; // This must be at the end of this block so that the first tic receives a value of 0!
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if (ud.levelclock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving.
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}
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}
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else r_NoInterpolate = true;
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else r_NoInterpolate = true;
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@ -7577,6 +7577,7 @@ domovethings(void)
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}
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}
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PlayClock += synctics;
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PlayClock += synctics;
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if (PlayClock == 2*synctics) gameaction = ga_autosave; // let the game run for 1 frame before saving.
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thinktime.Reset();
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thinktime.Reset();
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thinktime.Clock();
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thinktime.Clock();
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