void ReadInUseBits(void) { gi.ReadFromSaveGame('INUS', &g_entityInUseBits, sizeof(g_entityInUseBits)); // This is only temporary. Once I have converted all the ent->inuse refs, // it won;t be needed -MW. for(int i=0;i<MAX_GENTITIES;i++) { g_entities[i].inuse=PInUse(i); } }
void G_LoadSave_ReadMiscData(void) { gi.ReadFromSaveGame('LCKD', &player_locked, sizeof(player_locked)); }
void G_LoadSave_ReadMiscData(void) { gi.ReadFromSaveGame(INT_ID('L','C','K','D'), &player_locked, sizeof(player_locked), NULL); }