- Fixed messed up formatting in savegamehelp.cpp.

This commit is contained in:
Mitchell Richters 2023-04-02 19:45:41 +10:00
parent 10445635cf
commit 345f45ed12

View file

@ -680,97 +680,72 @@ CUSTOM_CVAR(Int, autosavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, quicksavenum, 0, CVAR_NOSET | CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
static int nextquicksave = -1;
CUSTOM_CVAR(Int, quicksavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, quicksavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 1)
self = 1;
}
void DoLoadGame(const char* name)
{
gi->FreeLevelData();
if (ReadSavegame(name))
{
gameaction = ga_level;
}
else
{
I_Error("%s: Failed to open savegame", name);
}
}
void DoLoadGame(const char* name)
{
gi->FreeLevelData();
if (ReadSavegame(name))
{
gameaction = ga_level;
}
else
{
I_Error("%s: Failed to open savegame", name);
}
}
void G_LoadGame(const char* name, bool hidecon)
{
if (name != NULL)
{
savename = name;
gameaction = !hidecon ? ga_loadgame : ga_loadgamehidecon;
}
}
void G_LoadGame(const char* name, bool hidecon)
{
if (name != NULL)
{
savename = name;
gameaction = !hidecon ? ga_loadgame : ga_loadgamehidecon;
}
}
void G_DoLoadGame()
{
if (gameaction == ga_loadgamehidecon && gamestate == GS_FULLCONSOLE)
{
// does this even do anything anymore?
gamestate = GS_HIDECONSOLE;
}
void G_DoLoadGame()
{
if (gameaction == ga_loadgamehidecon && gamestate == GS_FULLCONSOLE)
{
// does this even do anything anymore?
gamestate = GS_HIDECONSOLE;
}
DoLoadGame(savename);
BackupSaveGame = savename;
}
DoLoadGame(savename);
BackupSaveGame = savename;
}
extern bool sendsave;
extern FString savedescription;
extern FString savegamefile;
extern bool sendsave;
extern FString savedescription;
extern FString savegamefile;
void G_SaveGame(const char* filename, const char* description)
{
if (sendsave || gameaction == ga_savegame)
{
Printf("%s\n", GStrings("TXT_SAVEPENDING"));
}
else if (gamestate != GS_LEVEL)
{
Printf("%s\n", GStrings("TXT_NOTINLEVEL"));
}
else if (!gi->CanSave())
{
Printf("%s\n", GStrings("TXT_SPPLAYERDEAD"));
}
else
{
savegamefile = filename;
savedescription = description;
sendsave = true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void startSaveGame(int player, uint8_t** stream, bool skip)
{
auto s = ReadString(stream);
savegamefile = s;
delete[] s;
s = ReadString(stream);
savedescription = s;
if (!skip && gi->CanSave())
{
if (player != consoleplayer)
{
// Paths sent over the network will be valid for the system that sent
// the save command. For other systems, the path needs to be changed.
savegamefile = G_BuildSaveName(ExtractFileBase(savegamefile, true));
}
gameaction = ga_savegame;
}
}
void G_SaveGame(const char* filename, const char* description)
{
if (sendsave || gameaction == ga_savegame)
{
Printf("%s\n", GStrings("TXT_SAVEPENDING"));
}
else if (gamestate != GS_LEVEL)
{
Printf("%s\n", GStrings("TXT_NOTINLEVEL"));
}
else if (!gi->CanSave())
{
Printf("%s\n", GStrings("TXT_SPPLAYERDEAD"));
}
else
{
savegamefile = filename;
savedescription = description;
sendsave = true;
}
}
//---------------------------------------------------------------------------
//
@ -778,15 +753,40 @@ static int nextquicksave = -1;
//
//---------------------------------------------------------------------------
void G_DoSaveGame(bool ok4q, bool forceq, const char* fn, const char* desc)
{
if (WriteSavegame(fn, desc))
{
savegameManager.NotifyNewSave(fn, desc, ok4q, forceq);
Printf(PRINT_NOTIFY, "%s\n", GStrings("GGSAVED"));
BackupSaveGame = fn;
}
}
void startSaveGame(int player, uint8_t** stream, bool skip)
{
auto s = ReadString(stream);
savegamefile = s;
delete[] s;
s = ReadString(stream);
savedescription = s;
if (!skip && gi->CanSave())
{
if (player != consoleplayer)
{
// Paths sent over the network will be valid for the system that sent
// the save command. For other systems, the path needs to be changed.
savegamefile = G_BuildSaveName(ExtractFileBase(savegamefile, true));
}
gameaction = ga_savegame;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void G_DoSaveGame(bool ok4q, bool forceq, const char* fn, const char* desc)
{
if (WriteSavegame(fn, desc))
{
savegameManager.NotifyNewSave(fn, desc, ok4q, forceq);
Printf(PRINT_NOTIFY, "%s\n", GStrings("GGSAVED"));
BackupSaveGame = fn;
}
}
//---------------------------------------------------------------------------
//
@ -794,7 +794,7 @@ static int nextquicksave = -1;
//
//---------------------------------------------------------------------------
void M_Autosave()
void M_Autosave()
{
if (disableautosave) return;
if (!gi->CanSave()) return;