Ejemplo n.º 1
0
//
// P_UnArchivePlayers
//
// [STRIFE] Verified unmodified.
//
void P_UnArchivePlayers (boolean userload)
{
    int         i;

    for (i=0 ; i<MAXPLAYERS ; i++)
    {
        player_t dummy;

        if (!playeringame[i])
            continue;

        saveg_read_pad();

        // haleyjd [STRIFE]: not exactly how vanilla did it, but this is
        // necessary because of Choco's change to the savegame code which
        // reads it directly from file. When not a userload, all the player_t
        // data loaded from the save is thrown away.
        if(userload)
        {
            saveg_read_player_t(&players[i]);
            players[i].mo = NULL;
        }
        else
            saveg_read_player_t(&dummy);

        // will be set when unarc thinker
        players[i].message = NULL;
        players[i].attacker = NULL;
    }
}
Ejemplo n.º 2
0
//
// P_UnArchivePlayers
//
void P_UnArchivePlayers(void) {
    int i;

    for(i = 0; i < MAXPLAYERS; i++) {
        if(!playeringame[i]) {
            continue;
        }

        saveg_read_pad();
        saveg_read_player_t(&players[i]);
    }
}
Ejemplo n.º 3
0
void P_UnArchivePlayers(void)
{
    int i;

    for (i = 0; i < MAXPLAYERS; i++)
    {
        if (!playeringame[i])
            continue;
        saveg_read_player_t(&players[i]);
        players[i].mo = NULL;   // will be set when unarc thinker
        players[i].message = NULL;
        players[i].attacker = NULL;
    }
}
Ejemplo n.º 4
0
//
// P_UnArchivePlayer
//
void P_UnArchivePlayer(void)
{
    saveg_read_pad();
    P_InitCards();
    saveg_read_player_t();
}