mirror of
https://github.com/FWGS/xash3d-fwgs.git
synced 2026-08-05 03:24:56 +08:00
engine: server: refactor variable declarations
This commit is contained in:
@@ -389,16 +389,13 @@ reserve space for ETABLE's
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*/
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static void InitEntityTable( SAVERESTOREDATA *pSaveData, int entityCount )
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{
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ENTITYTABLE *pTable;
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int i;
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pSaveData->pTable = Mem_Calloc( host.mempool, sizeof( ENTITYTABLE ) * entityCount );
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pSaveData->tableCount = entityCount;
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// setup entitytable
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for( i = 0; i < entityCount; i++ )
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for( int i = 0; i < entityCount; i++ )
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{
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pTable = &pSaveData->pTable[i];
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ENTITYTABLE *pTable = &pSaveData->pTable[i];
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pTable->pent = SV_EdictNum( i );
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pTable->id = i;
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}
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@@ -413,9 +410,7 @@ check level in transition list
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*/
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static int EntryInTable( SAVERESTOREDATA *pSaveData, const char *pMapName, int index )
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{
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int i;
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for( i = index + 1; i < pSaveData->connectionCount; i++ )
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for( int i = index + 1; i < pSaveData->connectionCount; i++ )
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{
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if ( !Q_stricmp( pSaveData->levelList[i].mapName, pMapName ))
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return i;
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@@ -451,9 +446,7 @@ find global offset for a given landmark
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*/
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static void LandmarkOrigin( SAVERESTOREDATA *pSaveData, vec3_t output, const char *pLandmarkName )
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{
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int i;
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for( i = 0; i < pSaveData->connectionCount; i++ )
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for( int i = 0; i < pSaveData->connectionCount; i++ )
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{
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if( !Q_strcmp( pSaveData->levelList[i].landmarkName, pLandmarkName ))
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{
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@@ -499,13 +492,12 @@ remove all the temp files HL1-HL3
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static void ClearSaveDir( void )
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{
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search_t *t;
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int i;
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// just delete all HL? files
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t = FS_Search( DEFAULT_SAVE_DIRECTORY "*.HL?", true, true );
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if( !t ) return; // already empty
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for( i = 0; i < t->numfilenames; i++ )
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for( int i = 0; i < t->numfilenames; i++ )
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FS_Delete( t->filenames[i] );
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Mem_Free( t );
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@@ -646,18 +638,16 @@ put the HL1-HL3 files into .sav file
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*/
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static void DirectoryCopy( const char *pPath, file_t *pFile )
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{
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char szName[MAX_OSPATH];
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int i, fileSize;
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file_t *pCopy;
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search_t *t;
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t = FS_Search( pPath, true, true );
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if( !t ) return; // nothing to copy ?
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for( i = 0; i < t->numfilenames; i++ )
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for( int i = 0; i < t->numfilenames; i++ )
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{
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pCopy = FS_Open( t->filenames[i], "rb", true );
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fileSize = FS_FileLength( pCopy );
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char szName[MAX_OSPATH];
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file_t *pCopy = FS_Open( t->filenames[i], "rb", true );
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int fileSize = FS_FileLength( pCopy );
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memset( szName, 0, sizeof( szName )); // clearing the string to prevent garbage in output file
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Q_strncpy( szName, COM_FileWithoutPath( t->filenames[i] ), sizeof( szName ));
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@@ -678,13 +668,13 @@ extract the HL1-HL3 files from the .sav file
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*/
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static qboolean DirectoryExtract( file_t *pFile, int fileCount )
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{
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char szName[MAX_OSPATH];
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char fileName[MAX_OSPATH];
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int i, fileSize;
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file_t *pCopy;
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for( i = 0; i < fileCount; i++ )
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for( int i = 0; i < fileCount; i++ )
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{
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char szName[MAX_OSPATH];
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char fileName[MAX_OSPATH];
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int fileSize;
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file_t *pCopy;
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// filename can only be as long as a map name + extension
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FS_Read( pFile, szName, MAX_OSPATH );
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FS_Read( pFile, &fileSize, sizeof( int ));
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@@ -792,12 +782,11 @@ write the stringtable into file
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static char *StoreHashTable( SAVERESTOREDATA *pSaveData )
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{
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char *pTokenData = pSaveData->pCurrentData;
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int i;
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// Write entity string token table
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if( pSaveData->pTokens )
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{
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for( i = 0; i < pSaveData->tokenCount; i++ )
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for( int i = 0; i < pSaveData->tokenCount; i++ )
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{
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const char *pszToken = pSaveData->pTokens[i] ? pSaveData->pTokens[i] : "";
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@@ -823,7 +812,6 @@ build the stringtable from buffer
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static void BuildHashTable( SAVERESTOREDATA *pSaveData, file_t *pFile )
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{
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char *pszTokenList = pSaveData->pBaseData;
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int i;
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// Parse the symbol table
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if( pSaveData->tokenSize > 0 )
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@@ -831,7 +819,7 @@ static void BuildHashTable( SAVERESTOREDATA *pSaveData, file_t *pFile )
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FS_Read( pFile, pszTokenList, pSaveData->tokenSize );
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// make sure the token strings pointed to by the pToken hashtable.
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for( i = 0; i < pSaveData->tokenCount; i++ )
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for( int i = 0; i < pSaveData->tokenCount; i++ )
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{
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pSaveData->pTokens[i] = *pszTokenList ? pszTokenList : NULL;
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while( *pszTokenList++ ); // Find next token (after next null)
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@@ -1056,7 +1044,7 @@ read the list of entities that are no longer in the save file for this level
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static void EntityPatchRead( SAVERESTOREDATA *pSaveData, const char *level )
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{
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char name[MAX_QPATH];
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int i, size, entityId;
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int size;
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file_t *pFile;
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Q_snprintf( name, sizeof( name ), DEFAULT_SAVE_DIRECTORY "%s.HL3", level );
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@@ -1067,8 +1055,10 @@ static void EntityPatchRead( SAVERESTOREDATA *pSaveData, const char *level )
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// patch count
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FS_Read( pFile, &size, sizeof( int ));
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for( i = 0; i < size; i++ )
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for( int i = 0; i < size; i++ )
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{
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int entityId;
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FS_Read( pFile, &entityId, sizeof( int ));
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pSaveData->pTable[entityId].flags = FENTTABLE_REMOVED;
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}
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@@ -1189,7 +1179,7 @@ static qboolean SaveClientState( SAVERESTOREDATA *pSaveData, const char *level,
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soundlist_t soundInfo[MAX_CHANNELS];
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sv_client_t *cl = svs.clients;
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char name[MAX_QPATH];
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int i, id, version;
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int i;
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char *pTokenData;
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decallist_t *decalList = NULL;
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SAVE_CLIENT header = { 0 };
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@@ -1265,8 +1255,8 @@ static qboolean SaveClientState( SAVERESTOREDATA *pSaveData, const char *level,
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return false;
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}
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version = CLIENT_SAVEGAME_VERSION;
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id = SAVEGAME_HEADER;
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int version = CLIENT_SAVEGAME_VERSION;
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int id = SAVEGAME_HEADER;
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FS_Write( pFile, &id, sizeof( id ));
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FS_Write( pFile, &version, sizeof( version ));
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@@ -1628,10 +1618,7 @@ load current game state
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static int LoadGameState( char const *level, qboolean changelevel )
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{
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SAVERESTOREDATA *pSaveData;
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ENTITYTABLE *pTable;
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SAVE_HEADER header;
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edict_t *pent;
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int i;
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pSaveData = LoadSaveData( level );
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if( !pSaveData ) return 0; // couldn't load the file
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@@ -1661,9 +1648,11 @@ static int LoadGameState( char const *level, qboolean changelevel )
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CreateEntitiesInRestoreList( pSaveData, 0, true );
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// now spawn entities
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for( i = 0; i < pSaveData->tableCount; i++ )
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for( int i = 0; i < pSaveData->tableCount; i++ )
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{
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pTable = &pSaveData->pTable[i];
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ENTITYTABLE *pTable = &pSaveData->pTable[i];
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edict_t *pent;
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pSaveData->pCurrentData = pSaveData->pBaseData + pTable->location;
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pSaveData->size = pTable->location;
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pSaveData->currentIndex = i;
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@@ -1705,7 +1694,6 @@ static qboolean SaveGameSlot( const char *pSaveName, const char *pSaveComment )
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{
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char hlPath[MAX_QPATH];
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char name[MAX_QPATH];
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int id, version;
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char *pTokenData;
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SAVERESTOREDATA *pSaveData;
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GAME_HEADER gameHeader;
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@@ -1753,8 +1741,8 @@ static qboolean SaveGameSlot( const char *pSaveName, const char *pSaveComment )
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Cbuf_AddTextf( "saveshot \"%s\"\n", pSaveName );
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Con_Printf( "Saving game to %s...\n", name );
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version = SAVEGAME_VERSION;
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id = SAVEGAME_HEADER;
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int version = SAVEGAME_VERSION;
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int id = SAVEGAME_HEADER;
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FS_Write( pFile, &id, sizeof( id ));
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FS_Write( pFile, &version, sizeof( version ));
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@@ -1835,9 +1823,7 @@ moving edicts to another level
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*/
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static int CreateEntityTransitionList( SAVERESTOREDATA *pSaveData, int levelMask )
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{
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int i, movedCount;
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ENTITYTABLE *pTable;
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edict_t *pent;
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int movedCount;
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movedCount = 0;
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@@ -1845,9 +1831,11 @@ static int CreateEntityTransitionList( SAVERESTOREDATA *pSaveData, int levelMask
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CreateEntitiesInRestoreList( pSaveData, levelMask, false );
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// now spawn entities
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for( i = 0; i < pSaveData->tableCount; i++ )
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for( int i = 0; i < pSaveData->tableCount; i++ )
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{
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pTable = &pSaveData->pTable[i];
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ENTITYTABLE *pTable = &pSaveData->pTable[i];
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edict_t *pent;
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pSaveData->pCurrentData = pSaveData->pBaseData + pTable->location;
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pSaveData->size = pTable->location;
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pSaveData->currentIndex = i;
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@@ -2261,16 +2249,16 @@ used for reload game after player death
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const char *SV_GetLatestSave( void )
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{
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static char savename[MAX_QPATH];
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int newest = 0, ft;
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int i, found = 0;
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int newest = 0;
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int found = 0;
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search_t *t;
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if(( t = FS_Search( DEFAULT_SAVE_DIRECTORY "*.sav" , true, true )) == NULL )
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return NULL;
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for( i = 0; i < t->numfilenames; i++ )
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for( int i = 0; i < t->numfilenames; i++ )
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{
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ft = FS_FileTime( t->filenames[i], true );
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int ft = FS_FileTime( t->filenames[i], true );
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// found a match?
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if( ft > 0 )
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