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- // leave this line at the top for all g_xxxx.cpp files...
- #include "g_headers.h"
- //g_objectives.cpp
- //reads in ext_data\objectives.dat to objectives[]
- #include "g_local.h"
- #include "g_items.h"
- #define G_OBJECTIVES_CPP
- #include "objectives.h"
- qboolean missionInfo_Updated;
- /*
- ============
- OBJ_SetPendingObjectives
- ============
- */
- void OBJ_SetPendingObjectives(gentity_t *ent)
- {
- int i;
- for (i=0;i<MAX_OBJECTIVES;++i)
- {
- if ((ent->client->sess.mission_objectives[i].status == OBJECTIVE_STAT_PENDING) &&
- (ent->client->sess.mission_objectives[i].display))
- {
- ent->client->sess.mission_objectives[i].status = OBJECTIVE_STAT_FAILED;
- }
- }
- }
- /*
- ============
- OBJ_SaveMissionObjectives
- ============
- */
- void OBJ_SaveMissionObjectives( gclient_t *client )
- {
- gi.AppendToSaveGame('OBJT', client->sess.mission_objectives, sizeof(client->sess.mission_objectives));
- }
- /*
- ============
- OBJ_SaveObjectiveData
- ============
- */
- void OBJ_SaveObjectiveData(void)
- {
- gclient_t *client;
- client = &level.clients[0];
- OBJ_SaveMissionObjectives( client );
- }
- /*
- ============
- OBJ_LoadMissionObjectives
- ============
- */
- void OBJ_LoadMissionObjectives( gclient_t *client )
- {
- gi.ReadFromSaveGame('OBJT', (void *) &client->sess.mission_objectives, sizeof(client->sess.mission_objectives));
- }
- /*
- ============
- OBJ_LoadObjectiveData
- ============
- */
- void OBJ_LoadObjectiveData(void)
- {
- gclient_t *client;
- client = &level.clients[0];
- OBJ_LoadMissionObjectives( client );
- }
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