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* Move main executable files to their own directory * Adapt the build to the new file structure ... and fix some weird #include's that were relying on the project root being an include directory.
62 lines
1.8 KiB
C
62 lines
1.8 KiB
C
#ifndef _SAVE_LOAD_SCREEN__H_
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#define _SAVE_LOAD_SCREEN__H_
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#include "MessageBoxScreen.h"
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#define NUM_SAVE_GAMES_OLD 11
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#define NUM_SAVE_GAMES_NEW 19
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#define NUM_SAVE_GAMES 255//19
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extern BOOLEAN AutoSaveToSlot[5];
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// WANNE: Used For auto save games
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extern UINT32 lastLoadedSaveGameDay;
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extern UINT8 lastLoadedSaveGameHour;
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extern UINT16 NUM_SLOT;
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extern UINT32 SLG_SAVELOCATION_HEIGHT;
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extern UINT32 SLG_GAP_BETWEEN_LOCATIONS;
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extern UINT32 SLG_DATE_OFFSET_Y;
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extern UINT32 SLG_SELECTED_SLOT_GRAPHICS_NUMBER;
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extern UINT32 SLG_UNSELECTED_SLOT_GRAPHICS_NUMBER;
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extern void LoadSaveGameOldOrNew();
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//This flag is used to diferentiate between loading a game and saveing a game.
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// gfSaveGame=TRUE For saving a game
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// gfSaveGame=FALSE For loading a game
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extern BOOLEAN gfSaveGame;
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//if there is to be a slot selected when entering this screen
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extern INT32 gbSetSlotToBeSelected;
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extern BOOLEAN gbSaveGameArray[ NUM_SAVE_GAMES ];
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extern BOOLEAN gfCameDirectlyFromGame;
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UINT32 SaveLoadScreenShutdown( void );
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UINT32 SaveLoadScreenHandle( void );
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UINT32 SaveLoadScreenInit( void );
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//Kaiden : Trying to get Editor to work
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extern BOOLEAN DoSaveLoadMessageBox( UINT8 ubStyle, const STR16 zString, UINT32 uiExitScreen, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback );
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BOOLEAN InitSaveGameArray();
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void DoneFadeOutForSaveLoadScreen( void );
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void DoneFadeInForSaveLoadScreen( void );
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BOOLEAN DoQuickSave();
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BOOLEAN DoQuickLoad();
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BOOLEAN IsThereAnySavedGameFiles();
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void DeleteSaveGameNumber( UINT8 ubSaveGameSlotID );
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extern BOOLEAN DoAutoSave( int ubSaveGameID, STR16 pGameDesc );
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extern BOOLEAN SaveDataSaveToSaveGameFile( HWFILE hFile );
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extern BOOLEAN LoadDataSaveFromLoadGameFile( HWFILE hFile );
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#endif
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