mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
- intense save/reload fix #1: error checking was added, when the game is saving/loading temp files. This fix protects against corruption of saves, that can occur in temp files section. However, this fix may annoy you by error message-boxes. If you get one, try to reload, re-save your game next X times. If it won't help, your way is to forum.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@562 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+82
-40
@@ -164,6 +164,7 @@ BOOLEAN SaveMapTempFilesToSavedGameFile( HWFILE hFile )
|
||||
//Loop though all the array elements to see if there is a data file to be saved
|
||||
//
|
||||
|
||||
// Lesh: try to fix save/reload havok
|
||||
//First look through the above ground sectors
|
||||
for( sMapY=1; sMapY<=16; sMapY++ )
|
||||
{
|
||||
@@ -172,58 +173,68 @@ BOOLEAN SaveMapTempFilesToSavedGameFile( HWFILE hFile )
|
||||
//Save the Temp Item Files to the saved game file
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_ITEM_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_ITEM_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_ITEM_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// Save the Rotting Corpse Temp file to the saved game file
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_ROTTING_CORPSE_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_ROTTING_CORPSE_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_ROTTING_CORPSE_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
// Save the Map Modifications Temp file to the saved game file
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//Save the Door Table temp file to the saved game file
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_DOOR_TABLE_TEMP_FILES_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_DOOR_TABLE_TEMP_FILES_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_DOOR_TABLE_TEMP_FILES_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//Save the revealed status temp file to the saved game file
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_REVEALED_STATUS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_REVEALED_STATUS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_REVEALED_STATUS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//Save the door status temp file to the saved game file
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_DOOR_STATUS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_DOOR_STATUS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_DOOR_STATUS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_CIV_PRESERVED_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_CIV_PRESERVED_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_CIV_PRESERVED_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
@@ -237,57 +248,67 @@ BOOLEAN SaveMapTempFilesToSavedGameFile( HWFILE hFile )
|
||||
{
|
||||
if( TempNode->uiFlags & SF_ITEM_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_ITEM_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_ITEM_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( TempNode->uiFlags & SF_ROTTING_CORPSE_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_ROTTING_CORPSE_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_ROTTING_CORPSE_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// Save the Map Modifications Temp file to the saved game file
|
||||
if( TempNode->uiFlags & SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
//Save the door table to the saved game file
|
||||
if( TempNode->uiFlags & SF_DOOR_TABLE_TEMP_FILES_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_DOOR_TABLE_TEMP_FILES_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_DOOR_TABLE_TEMP_FILES_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//Save the revealed status temp file to the saved game file
|
||||
if( TempNode->uiFlags & SF_REVEALED_STATUS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_REVEALED_STATUS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_REVEALED_STATUS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//Save the door status temp file to the saved game file
|
||||
if( TempNode->uiFlags & SF_DOOR_STATUS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_DOOR_STATUS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_DOOR_STATUS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( TempNode->uiFlags & SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( TempNode->uiFlags & SF_CIV_PRESERVED_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_CIV_PRESERVED_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_CIV_PRESERVED_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( TempNode->uiFlags & SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( TempNode->uiFlags & SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
AddTempFileToSavedGame( hFile, SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !AddTempFileToSavedGame( hFile, SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//ttt
|
||||
@@ -347,7 +368,8 @@ BOOLEAN LoadMapTempFilesFromSavedGameFile( HWFILE hFile )
|
||||
{
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_ITEM_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_ITEM_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_ITEM_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
|
||||
//sync up the temp file data to the sector structure data
|
||||
SynchronizeItemTempFileVisbleItemsToSectorInfoVisbleItems( sMapX, sMapY, 0, TRUE );
|
||||
@@ -355,39 +377,47 @@ BOOLEAN LoadMapTempFilesFromSavedGameFile( HWFILE hFile )
|
||||
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_ROTTING_CORPSE_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_ROTTING_CORPSE_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_ROTTING_CORPSE_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_DOOR_TABLE_TEMP_FILES_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_DOOR_TABLE_TEMP_FILES_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_DOOR_TABLE_TEMP_FILES_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//Get the revealed status temp file From the saved game file
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_REVEALED_STATUS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_REVEALED_STATUS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_REVEALED_STATUS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//Get the revealed status temp file From the saved game file
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_DOOR_STATUS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_DOOR_STATUS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_DOOR_STATUS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_CIV_PRESERVED_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_CIV_PRESERVED_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_CIV_PRESERVED_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
|
||||
if ( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME) && guiSaveGameVersion < 78 )
|
||||
{
|
||||
INT8 pMapName[ 128 ];
|
||||
@@ -404,12 +434,14 @@ BOOLEAN LoadMapTempFilesFromSavedGameFile( HWFILE hFile )
|
||||
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags & SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, sMapX, sMapY, 0 ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
@@ -430,7 +462,8 @@ BOOLEAN LoadMapTempFilesFromSavedGameFile( HWFILE hFile )
|
||||
{
|
||||
if( TempNode->uiFlags & SF_ITEM_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_ITEM_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_ITEM_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
|
||||
//sync up the temp file data to the sector structure data
|
||||
SynchronizeItemTempFileVisbleItemsToSectorInfoVisbleItems( TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ, TRUE );
|
||||
@@ -438,40 +471,47 @@ BOOLEAN LoadMapTempFilesFromSavedGameFile( HWFILE hFile )
|
||||
|
||||
if( TempNode->uiFlags & SF_ROTTING_CORPSE_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_ROTTING_CORPSE_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_ROTTING_CORPSE_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
if( TempNode->uiFlags & SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( TempNode->uiFlags & SF_DOOR_TABLE_TEMP_FILES_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_DOOR_TABLE_TEMP_FILES_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_DOOR_TABLE_TEMP_FILES_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//Get the revealed status temp file From the saved game file
|
||||
if( TempNode->uiFlags & SF_REVEALED_STATUS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_REVEALED_STATUS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_REVEALED_STATUS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//Get the revealed status temp file From the saved game file
|
||||
if( TempNode->uiFlags & SF_DOOR_STATUS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_DOOR_STATUS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_DOOR_STATUS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( TempNode->uiFlags & SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( TempNode->uiFlags & SF_CIV_PRESERVED_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_CIV_PRESERVED_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_CIV_PRESERVED_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
if ( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME) && guiSaveGameVersion < 78 )
|
||||
{
|
||||
INT8 pMapName[ 128 ];
|
||||
@@ -489,12 +529,14 @@ BOOLEAN LoadMapTempFilesFromSavedGameFile( HWFILE hFile )
|
||||
|
||||
if( TempNode->uiFlags & SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( TempNode->uiFlags & SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS )
|
||||
{
|
||||
RetrieveTempFileFromSavedGame( hFile, SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
|
||||
if ( !RetrieveTempFileFromSavedGame( hFile, SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ ) )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
TempNode = TempNode->next;
|
||||
|
||||
Reference in New Issue
Block a user