// // P_ArchivePlayers // void P_ArchivePlayers(void) { int i; for(i = 0; i < MAXPLAYERS; i++) { if(!playeringame[i]) { continue; } saveg_write_pad(); saveg_write_player_t(&players[i]); } }
// // P_ArchivePlayer // void P_ArchivePlayer(void) { saveg_write_pad(); saveg_write_player_t(); }