void WriteInUseBits(void) { gi.AppendToSaveGame('INUS', &g_entityInUseBits, sizeof(g_entityInUseBits) ); }
void WriteInUseBits(void) { gi.AppendToSaveGame(INT_ID('I','N','U','S'), &g_entityInUseBits, sizeof(g_entityInUseBits) ); }
void G_LoadSave_WriteMiscData(void) { gi.AppendToSaveGame('LCKD', &player_locked, sizeof(player_locked)); }
void G_LoadSave_WriteMiscData(void) { gi.AppendToSaveGame(INT_ID('L','C','K','D'), &player_locked, sizeof(player_locked)); }