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dced173cda
Also cleaned up use of gAffectedSectors and gAffectedXWalls. These are merely needed as local worker variables, not as global persistent status.
29 lines
701 B
C++
29 lines
701 B
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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bool OpenSaveGameForWrite(const char *fname, const char *name);
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bool OpenSaveGameForRead(const char *name);
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FileWriter *WriteSavegameChunk(const char *name);
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FileReader ReadSavegameChunk(const char *name);
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bool FinishSavegameWrite();
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void FinishSavegameRead();
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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);
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void G_SaveGame(const char* fn, const char* desc, bool ok4q, bool forceq);
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void M_Autosave();
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#define SAVEGAME_EXT ".dsave"
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