Differences From Artifact [fc99f9e9f6]:
- File src/savegamedemo.m — part of check-in [e8f80b0482] at 2025-03-23 02:03:32 on branch trunk — Convert monster into a class (user: js, size: 12250) [annotate] [blame] [check-ins using]
To Artifact [c92a453804]:
- File
src/savegamedemo.m
— part of check-in
[6b85eefc85]
at
2025-03-23 02:47:40
on branch trunk
— Remove loop[ijkl]
They confused clang-format a lot. (user: js, size: 12325) [annotate] [blame] [check-ins using]
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241 242 243 244 245 246 247 | monster.lastAction = monster.trigger = lastmillis + 500; if (monster.state == CS_DEAD) monster.lastAction = 0; } [Monster restoreAll]; int nplayers = gzgeti(); | > | < | | | | > | 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 | monster.lastAction = monster.trigger = lastmillis + 500; if (monster.state == CS_DEAD) monster.lastAction = 0; } [Monster restoreAll]; int nplayers = gzgeti(); for (int i = 0; i < nplayers; i++) { if (!gzget()) { DynamicEntity *d = getclient(i); assert(d); gzread(f, data.mutableItems, data.count); [d setFromSerializedData:data]; } } conoutf(@"savegame restored"); if (demoloading) startdemo(); else stop(); |
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317 318 319 320 321 322 323 | gzput(player1.gunSelect); gzput(player1.lastAttackGun); gzputi(player1.lastAction - starttime); gzputi(player1.gunWait); gzputi(player1.health); gzputi(player1.armour); gzput(player1.armourType); | > | | 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 | gzput(player1.gunSelect); gzput(player1.lastAttackGun); gzputi(player1.lastAction - starttime); gzputi(player1.gunWait); gzputi(player1.health); gzputi(player1.armour); gzput(player1.armourType); for (int i = 0; i < NUMGUNS; i++) gzput(player1.ammo[i]); gzput(player1.state); gzputi(bdamage); bdamage = 0; gzputi(ddamage); if (ddamage) { gzputv(&dorig); ddamage = 0; |
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444 445 446 447 448 449 450 | target.gunSelect = gzget(); target.lastAttackGun = gzget(); target.lastAction = scaletime(gzgeti()); target.gunWait = gzgeti(); target.health = gzgeti(); target.armour = gzgeti(); target.armourType = gzget(); | > | | 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 | target.gunSelect = gzget(); target.lastAttackGun = gzget(); target.lastAction = scaletime(gzgeti()); target.gunWait = gzgeti(); target.health = gzgeti(); target.armour = gzgeti(); target.armourType = gzget(); for (int i = 0; i < NUMGUNS; i++) target.ammo[i] = gzget(); target.state = gzget(); target.lastMove = playbacktime; if ((bdamage = gzgeti())) damageblend(bdamage); if ((ddamage = gzgeti())) { gzgetv(&dorig); particle_splash(3, ddamage, 1000, &dorig); |
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