// // 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; } }
// // 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]); } }
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; } }
// // P_UnArchivePlayer // void P_UnArchivePlayer(void) { saveg_read_pad(); P_InitCards(); saveg_read_player_t(); }