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Store sector object interpolation data in saved game
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1 changed files with 9 additions and 0 deletions
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@ -37,6 +37,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "tags.h"
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#include "tags.h"
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#include "lists.h"
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#include "lists.h"
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#include "interp.h"
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#include "interp.h"
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#include "interpso.h"
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#include "network.h"
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#include "network.h"
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//#include "save.h"
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//#include "save.h"
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@ -612,6 +613,10 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
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assert(!saveisshot);
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assert(!saveisshot);
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}
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}
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// SO interpolations
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saveisshot |= so_writeinterpolations(fil);
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assert(!saveisshot);
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// parental lock
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// parental lock
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for (i = 0; i < (int)SIZ(otlist); i++)
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for (i = 0; i < (int)SIZ(otlist); i++)
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{
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{
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@ -995,6 +1000,10 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
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saveisshot |= LoadSymDataInfo(fil, (void **)&short_curipos[i]);
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saveisshot |= LoadSymDataInfo(fil, (void **)&short_curipos[i]);
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if (saveisshot) { MCLOSE_READ(fil); return false; }
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if (saveisshot) { MCLOSE_READ(fil); return false; }
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// SO interpolations
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saveisshot |= so_readinterpolations(fil);
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if (saveisshot) { MCLOSE_READ(fil); return -1; }
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// parental lock
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// parental lock
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for (i = 0; i < (int)SIZ(otlist); i++)
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for (i = 0; i < (int)SIZ(otlist); i++)
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{
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{
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