Esempio n. 1
0
/*
================
void idRestoreGame::RestoreObjects
================
*/
void idRestoreGame::RestoreObjects( void ) {
	int i;

	ReadSoundCommands();

	// read trace models
	idClipModel::RestoreTraceModels( this );

	// restore all the objects
	for( i = 1; i < objects.Num(); i++ ) {
		CallRestore_r( objects[ i ]->GetType(), objects[ i ] );
	}

	// regenerate render entities and render lights because are not saved
	for( i = 1; i < objects.Num(); i++ ) {
		if ( objects[ i ]->IsType( idEntity::Type ) ) {
			idEntity *ent = static_cast<idEntity *>( objects[ i ] );
			ent->UpdateVisuals();
			ent->Present();
		}
	}

#ifdef ID_DEBUG_MEMORY
	idStr gameState = file->GetName();
	gameState.StripFileExtension();
	WriteGameState_f( idCmdArgs( va( "test %s_restore", gameState.c_str() ), false ) );
	//CompareGameState_f( idCmdArgs( va( "test %s_save", gameState.c_str() ) ) );
	gameLocal.Error( "dumped game states" );
#endif
}
Esempio n. 2
0
/*
================
idRestoreGame::CallRestore_r
================
*/
void idRestoreGame::CallRestore_r( const idTypeInfo *cls, idClass *obj ) {
	if( cls->super ) {
		CallRestore_r( cls->super, obj );
		if( cls->super->Restore == cls->Restore ) {
			// don't call save on this inheritance level since the function was called in the super class
			return;
		}
	}
	( obj->*cls->Restore )( this );
}
Esempio n. 3
0
/*
================
idRestoreGame::ReadStaticObject
================
*/
void idRestoreGame::ReadStaticObject( idClass &obj ) {
	CallRestore_r( obj.GetType(), &obj );
}