view Engine/SaveLoad.h @ 2514:16bae6fd06e1

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author Ritor1
date Thu, 02 Oct 2014 19:40:13 +0600
parents 68cdef6879a0
children d87bfbd3bb3b
line wrap: on
line source

#pragma once
#include<array>

#pragma pack(push, 1)
struct SaveFile_
	{
	char field_0[20];
	char pSaveFileName[260];
	};
#pragma pack(pop)

/*  243 */
#pragma pack(push, 1)
struct SavegameList
{
  static void Initialize(unsigned int a1);
  SavegameList() {Reset();}

  inline void Reset()
  {
    for ( int j = 0; j < 45; j++ )
    {
      for (int i = 0; i < 20; ++i)
        this->pFileList[j].field_0[i] = 0;
      for (int i = 0; i < 260; ++i)
        this->pFileList[j].pSaveFileName[i] = 0;
    }
  }
  SaveFile_ pFileList[45];
  
};
#pragma pack(pop)


/*  244 */
#pragma pack(push, 1)
struct SavegameHeader
{
  char pName[20];
  char pLocationName[20];
  unsigned __int64 uWordTime;
  char field_30[52];
};
#pragma pack(pop)


void __fastcall LoadGame(unsigned int uSlot); // idb
void SaveGame(bool IsAutoSAve, bool NotSaveWorld);
void __fastcall DoSavegame(unsigned int uSlot); // idb
bool Initialize_GamesLOD_NewLOD();
void SaveNewGame();

extern unsigned int uNumSavegameFiles;
extern std::array<unsigned int, 45> pSavegameUsedSlots;
extern struct SavegameList  *pSavegameList;
extern std::array<SavegameHeader, 45>  pSavegameHeader;