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https://github.com/ZDoom/raze-gles.git
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9dd9dc8efd
They are synchronized with the game loop and should not be initiated directly from the menu.
47 lines
1.2 KiB
C++
47 lines
1.2 KiB
C++
#pragma once
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#include "resourcefile.h"
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#include "build.h"
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extern FixedBitArray<MAXSPRITES> activeSprites;
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// Savegame utilities
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class FileReader;
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FString G_BuildSaveName (const char *prefix);
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int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu);
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void G_LoadGame(const char* filename, bool hidecon = false);
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void G_SaveGame(const char* fn, const char* desc);
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void G_DoSaveGame(bool okForQuicksave, bool forceQuicksave, const char* filename, const char* description);
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void G_DoLoadGame();
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void M_Autosave();
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#define SAVEGAME_EXT ".dsave"
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inline FSerializer& Serialize(FSerializer& arc, const char* keyname, spritetype*& w, spritetype** def)
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{
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int ndx = w ? int(w - sprite) : -1;
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arc(keyname, ndx);
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w = ndx == -1 ? nullptr : sprite + ndx;
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return arc;
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}
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inline FSerializer& Serialize(FSerializer& arc, const char* keyname, sectortype*& w, sectortype** def)
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{
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int ndx = w ? int(w - sector) : -1;
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arc(keyname, ndx);
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w = ndx == -1 ? nullptr : sector + ndx;
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return arc;
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}
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inline FSerializer& Serialize(FSerializer& arc, const char* keyname, walltype*& w, walltype** def)
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{
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int ndx = w ? int(w - wall) : -1;
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arc(keyname, ndx);
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w = ndx == -1 ? nullptr : wall + ndx;
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return arc;
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}
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