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85
code/game/g_objectives.cpp
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85
code/game/g_objectives.cpp
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// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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//g_objectives.cpp
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//reads in ext_data\objectives.dat to objectives[]
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#include "g_local.h"
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#include "g_items.h"
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#define G_OBJECTIVES_CPP
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#include "objectives.h"
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qboolean missionInfo_Updated;
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/*
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============
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OBJ_SetPendingObjectives
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============
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*/
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void OBJ_SetPendingObjectives(gentity_t *ent)
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{
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int i;
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for (i=0;i<MAX_OBJECTIVES;++i)
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{
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if ((ent->client->sess.mission_objectives[i].status == OBJECTIVE_STAT_PENDING) &&
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(ent->client->sess.mission_objectives[i].display))
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{
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ent->client->sess.mission_objectives[i].status = OBJECTIVE_STAT_FAILED;
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}
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}
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}
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/*
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============
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OBJ_SaveMissionObjectives
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============
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*/
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void OBJ_SaveMissionObjectives( gclient_t *client )
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{
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gi.AppendToSaveGame('OBJT', client->sess.mission_objectives, sizeof(client->sess.mission_objectives));
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}
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/*
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============
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OBJ_SaveObjectiveData
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============
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*/
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void OBJ_SaveObjectiveData(void)
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{
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gclient_t *client;
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client = &level.clients[0];
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OBJ_SaveMissionObjectives( client );
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}
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/*
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============
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OBJ_LoadMissionObjectives
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============
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*/
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void OBJ_LoadMissionObjectives( gclient_t *client )
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{
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gi.ReadFromSaveGame('OBJT', (void *) &client->sess.mission_objectives, sizeof(client->sess.mission_objectives));
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}
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/*
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============
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OBJ_LoadObjectiveData
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============
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*/
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void OBJ_LoadObjectiveData(void)
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{
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gclient_t *client;
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client = &level.clients[0];
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OBJ_LoadMissionObjectives( client );
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}
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