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Abstract checkpoint saving to its own function

This also makes the save failed textbox not appear in special modes,
and allows custom levels to quicksave from checkpoints as well.
This commit is contained in:
NyakoFox 2024-09-26 15:25:13 -03:00 committed by Misa Elizabeth Kai
parent 41d5e688e9
commit c04c6bc552
4 changed files with 19 additions and 22 deletions

View file

@ -2750,17 +2750,7 @@ bool entityclass::updateentities( int i )
} }
entities[i].state = 0; entities[i].state = 0;
if (game.checkpoint_saving) game.checkpoint_save();
{
bool success = game.savequick();
game.gamesaved = success;
game.gamesavefailed = !success;
if (game.gamesavefailed) {
game.show_save_fail();
graphics.textboxapplyposition();
}
}
} }
break; break;
case 9: //Gravity Lines case 9: //Gravity Lines

View file

@ -845,6 +845,22 @@ void Game::show_save_fail(void)
graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, save_textbox_fail); graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, save_textbox_fail);
} }
void Game::checkpoint_save(void)
{
if (checkpoint_saving && !inspecial())
{
bool success = map.custommode ? customsavequick(cl.ListOfMetaData[playcustomlevel].filename) : savequick();
gamesaved = success;
gamesavefailed = !success;
if (gamesavefailed)
{
show_save_fail();
graphics.textboxapplyposition();
}
}
}
void Game::savetele_textbox(void) void Game::savetele_textbox(void)
{ {
if (inspecial() || map.custommode) if (inspecial() || map.custommode)

View file

@ -226,6 +226,7 @@ public:
void remaining_textbox(void); void remaining_textbox(void);
void actionprompt_textbox(void); void actionprompt_textbox(void);
void show_save_fail(void); void show_save_fail(void);
void checkpoint_save(void);
void savetele_textbox(void); void savetele_textbox(void);
void setstate(int gamestate); void setstate(int gamestate);

View file

@ -1207,17 +1207,7 @@ void scriptclass::run(void)
game.savedir = obj.entities[i].dir; game.savedir = obj.entities[i].dir;
} }
if (game.checkpoint_saving) game.checkpoint_save();
{
bool success = game.savequick();
game.gamesaved = success;
game.gamesavefailed = !success;
if (game.gamesavefailed) {
game.show_save_fail();
graphics.textboxapplyposition();
}
}
} }
else if (words[0] == "gamestate") else if (words[0] == "gamestate")
{ {