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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
307
Code/wwsaveload/saveload.cpp
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307
Code/wwsaveload/saveload.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWSaveLoad *
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* *
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* $Archive:: /Commando/Code/wwsaveload/saveload.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 12/09/01 6:42p $*
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* *
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* $Revision:: 19 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "saveload.h"
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#include "saveloadsubsystem.h"
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#include "persist.h"
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#include "persistfactory.h"
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#include "chunkio.h"
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#include "wwdebug.h"
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#include "saveloadstatus.h"
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#include "wwhack.h"
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#include "wwprofile.h"
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#pragma warning(disable:4201) // warning C4201: nonstandard extension used : nameless struct/union
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#include <windows.h>
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#include "systimer.h"
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SaveLoadSubSystemClass * SaveLoadSystemClass::SubSystemListHead = NULL;
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PersistFactoryClass * SaveLoadSystemClass::FactoryListHead = NULL;
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SList<PostLoadableClass> SaveLoadSystemClass::PostLoadList;
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PointerRemapClass SaveLoadSystemClass::PointerRemapper;
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bool SaveLoadSystemClass::Save (ChunkSaveClass &csave,SaveLoadSubSystemClass & subsystem)
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{
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bool ok = true;
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if (subsystem.Contains_Data()) {
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csave.Begin_Chunk (subsystem.Chunk_ID ());
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ok &= subsystem.Save (csave);
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csave.End_Chunk ();
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}
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return ok;
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}
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bool SaveLoadSystemClass::Load (ChunkLoadClass &cload,bool auto_post_load)
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{
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WWLOG_PREPARE_TIME_AND_MEMORY("SaveLoadSystemClass::Load");
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PointerRemapper.Reset();
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WWLOG_INTERMEDIATE("PointerRemapper.Reset()");
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bool ok = true;
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// Load each chunk we encounter and link the manager into the PostLoad list
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while (cload.Open_Chunk ()) {
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SaveLoadStatus::Inc_Status_Count(); // Count the sub systems loaded
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SaveLoadSubSystemClass *sys = Find_Sub_System(cload.Cur_Chunk_ID ());
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WWLOG_INTERMEDIATE("Find_Sub_System");
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if (sys != NULL) {
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//WWRELEASE_SAY((" Name: %s\n",sys->Name()));
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INIT_SUB_STATUS(sys->Name());
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ok &= sys->Load(cload);
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WWLOG_INTERMEDIATE(sys->Name());
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}
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cload.Close_Chunk();
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}
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// Process all of the pointer remap requests
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PointerRemapper.Process();
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WWLOG_INTERMEDIATE("PointerRemapper.Process()");
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PointerRemapper.Reset();
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WWLOG_INTERMEDIATE("PointerRemapper.Reset()");
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// Call PostLoad on each PersistClass that wanted post-load
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if (auto_post_load) {
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Post_Load_Processing(NULL);
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}
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WWLOG_INTERMEDIATE("PostLoadProcessing");
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return ok;
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}
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// Nework update macro for post loader.
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#define UPDATE_NETWORK \
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if (network_callback) { \
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unsigned long time2 = TIMEGETTIME(); \
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if (time2 - time > 20) { \
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network_callback(); \
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time = time2; \
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} \
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} \
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bool SaveLoadSystemClass::Post_Load_Processing (void(*network_callback)(void))
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{
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unsigned long time = TIMEGETTIME();
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// Call PostLoad on each PersistClass that wanted post-load
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PostLoadableClass * obj = PostLoadList.Remove_Head();
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while (obj) {
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UPDATE_NETWORK;
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obj->On_Post_Load();
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obj->Set_Post_Load_Registered(false);
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obj = PostLoadList.Remove_Head();
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}
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return true;
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}
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void SaveLoadSystemClass::Register_Sub_System (SaveLoadSubSystemClass * sys)
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{
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WWASSERT(sys != NULL);
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Link_Sub_System(sys);
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}
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void SaveLoadSystemClass::Unregister_Sub_System (SaveLoadSubSystemClass * sys)
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{
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WWASSERT(sys != NULL);
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Unlink_Sub_System(sys);
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}
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SaveLoadSubSystemClass * SaveLoadSystemClass::Find_Sub_System (uint32 chunk_id)
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{
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// TODO: need a d-s that gives fast searching based on chunk_id!!
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SaveLoadSubSystemClass * sys;
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for ( sys = SubSystemListHead; sys != NULL; sys = sys->NextSubSystem ) {
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if ( sys->Chunk_ID() == chunk_id ) {
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break;
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}
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}
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return sys;
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}
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void SaveLoadSystemClass::Register_Persist_Factory(PersistFactoryClass * factory)
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{
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WWASSERT(factory != NULL);
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Link_Factory(factory);
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}
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void SaveLoadSystemClass::Unregister_Persist_Factory(PersistFactoryClass * factory)
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{
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WWASSERT(factory != NULL);
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Unlink_Factory(factory);
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}
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PersistFactoryClass * SaveLoadSystemClass::Find_Persist_Factory(uint32 chunk_id)
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{
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// TODO: need a d-s that gives fast searching based on chunk_id!!
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PersistFactoryClass * fact;
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for ( fact = FactoryListHead; fact != NULL; fact = fact->NextFactory ) {
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if ( fact->Chunk_ID() == chunk_id ) {
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break;
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}
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}
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return fact;
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}
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bool SaveLoadSystemClass::Is_Post_Load_Callback_Registered(PostLoadableClass * obj)
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{
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// obsolete!
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bool retval = false;
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SLNode<PostLoadableClass> *list_node = NULL;
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for ( list_node = PostLoadList.Head();
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retval == false && list_node != NULL;
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list_node = list_node->Next())
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{
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retval = (list_node->Data() == obj);
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}
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return retval;
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}
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void SaveLoadSystemClass::Register_Post_Load_Callback(PostLoadableClass * obj)
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{
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WWASSERT(obj != NULL);
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if (!obj->Is_Post_Load_Registered()) {
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obj->Set_Post_Load_Registered(true);
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PostLoadList.Add_Head(obj);
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}
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}
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void SaveLoadSystemClass::Register_Pointer (void *old_pointer, void *new_pointer)
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{
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PointerRemapper.Register_Pointer(old_pointer,new_pointer);
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}
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#ifdef WWDEBUG
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void SaveLoadSystemClass::Request_Pointer_Remap (void **pointer_to_convert,const char * file,int line)
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{
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PointerRemapper.Request_Pointer_Remap(pointer_to_convert,file,line);
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}
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void SaveLoadSystemClass::Request_Ref_Counted_Pointer_Remap (RefCountClass **pointer_to_convert,const char * file,int line)
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{
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PointerRemapper.Request_Ref_Counted_Pointer_Remap(pointer_to_convert,file,line);
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}
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#else
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void SaveLoadSystemClass::Request_Pointer_Remap (void **pointer_to_convert)
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{
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PointerRemapper.Request_Pointer_Remap(pointer_to_convert);
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}
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void SaveLoadSystemClass::Request_Ref_Counted_Pointer_Remap (RefCountClass **pointer_to_convert)
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{
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PointerRemapper.Request_Ref_Counted_Pointer_Remap(pointer_to_convert);
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}
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#endif
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void SaveLoadSystemClass::Link_Sub_System(SaveLoadSubSystemClass * sys)
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{
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WWASSERT(sys != NULL);
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if (sys != NULL) {
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WWASSERT(sys->NextSubSystem == NULL); // sys should never be registered twice!
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sys->NextSubSystem = SubSystemListHead;
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SubSystemListHead = sys;
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}
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}
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void SaveLoadSystemClass::Unlink_Sub_System(SaveLoadSubSystemClass * sys)
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{
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WWASSERT(sys != NULL);
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SaveLoadSubSystemClass * cursys = SubSystemListHead;
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SaveLoadSubSystemClass * prev = NULL;
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while (cursys != sys) {
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prev = cursys;
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cursys = cursys->NextSubSystem;
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}
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if (prev == NULL) {
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SubSystemListHead = sys->NextSubSystem;
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} else {
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prev->NextSubSystem = sys->NextSubSystem;
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}
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sys->NextSubSystem = NULL;
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}
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void SaveLoadSystemClass::Link_Factory(PersistFactoryClass * fact)
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{
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WWASSERT(fact != NULL);
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if (fact != NULL) {
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WWASSERT(fact->NextFactory == NULL); // factories should never be registered twice!
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fact->NextFactory = FactoryListHead;
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FactoryListHead = fact;
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}
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}
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void SaveLoadSystemClass::Unlink_Factory(PersistFactoryClass * fact)
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{
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WWASSERT(fact != NULL);
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PersistFactoryClass * curfact = FactoryListHead;
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PersistFactoryClass * prev = NULL;
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while (curfact != fact) {
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prev = curfact;
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curfact = curfact->NextFactory;
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}
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if (prev == NULL) {
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FactoryListHead = fact->NextFactory;
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} else {
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prev->NextFactory = fact->NextFactory;
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}
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fact->NextFactory = NULL;
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}
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void Force_Link_WWSaveLoad (void)
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{
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FORCE_LINK( Twiddler );
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return ;
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}
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