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Rename save/load to conform to the code style
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dafb120cd6
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@ -756,7 +756,7 @@ void CGameContext::ConDrySave(IConsole::IResult *pResult, void *pUserData)
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return;
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CSaveTeam SavedTeam(pSelf->m_pController);
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int Result = SavedTeam.save(pPlayer->GetTeam());
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int Result = SavedTeam.Save(pPlayer->GetTeam());
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if(CSaveTeam::HandleSaveError(Result, pResult->m_ClientID, pSelf))
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return;
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@ -2071,7 +2071,7 @@ void CCharacter::SetTeams(CGameTeams *pTeams)
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void CCharacter::SetRescue()
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{
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m_RescueTee.save(this);
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m_RescueTee.Save(this);
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m_SetSavePos = true;
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}
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@ -2344,7 +2344,7 @@ void CCharacter::Rescue()
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}
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float StartTime = m_StartTime;
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m_RescueTee.load(this, Team());
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m_RescueTee.Load(this, Team());
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// Don't load these from saved tee:
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m_Core.m_Vel = vec2(0, 0);
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m_Core.m_HookState = HOOK_IDLE;
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@ -17,7 +17,7 @@ CSaveTee::~CSaveTee()
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{
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}
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void CSaveTee::save(CCharacter *pChr)
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void CSaveTee::Save(CCharacter *pChr)
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{
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m_ClientID = pChr->m_pPlayer->GetCID();
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str_copy(m_aName, pChr->Server()->ClientName(m_ClientID), sizeof(m_aName));
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@ -108,7 +108,7 @@ void CSaveTee::save(CCharacter *pChr)
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FormatUuid(pChr->GameServer()->GameUuid(), m_aGameUuid, sizeof(m_aGameUuid));
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}
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void CSaveTee::load(CCharacter *pChr, int Team)
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void CSaveTee::Load(CCharacter *pChr, int Team)
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{
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pChr->m_pPlayer->Pause(m_Paused, true);
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@ -415,7 +415,7 @@ CSaveTeam::~CSaveTeam()
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delete[] m_pSavedTees;
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}
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int CSaveTeam::save(int Team)
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int CSaveTeam::Save(int Team)
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{
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if(g_Config.m_SvTeam == 3 || (Team > 0 && Team < MAX_CLIENTS))
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{
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@ -447,7 +447,7 @@ int CSaveTeam::save(int Team)
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continue;
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if(m_MembersCount == j)
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return 3;
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m_pSavedTees[j].save(p);
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m_pSavedTees[j].Save(p);
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j++;
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}
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if(m_MembersCount != j)
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@ -498,7 +498,7 @@ bool CSaveTeam::HandleSaveError(int Result, int ClientID, CGameContext *pGameCon
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return true;
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}
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void CSaveTeam::load(int Team, bool KeepCurrentWeakStrong)
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void CSaveTeam::Load(int Team, bool KeepCurrentWeakStrong)
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{
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CGameTeams *pTeams = &(((CGameControllerDDRace *)m_pController)->m_Teams);
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@ -513,7 +513,7 @@ void CSaveTeam::load(int Team, bool KeepCurrentWeakStrong)
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if(m_pController->GameServer()->m_apPlayers[ClientID] && pTeams->m_Core.Team(ClientID) == Team)
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{
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CCharacter *pChr = MatchCharacter(m_pSavedTees[i].GetClientID(), i, KeepCurrentWeakStrong);
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m_pSavedTees[i].load(pChr, Team);
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m_pSavedTees[i].Load(pChr, Team);
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}
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}
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@ -15,8 +15,8 @@ class CSaveTee
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public:
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CSaveTee();
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~CSaveTee();
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void save(CCharacter *pchr);
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void load(CCharacter *pchr, int Team);
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void Save(CCharacter *pchr);
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void Load(CCharacter *pchr, int Team);
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char *GetString(const CSaveTeam *pTeam);
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int FromString(const char *String);
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void LoadHookedPlayer(const CSaveTeam *pTeam);
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@ -119,8 +119,8 @@ public:
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int FromString(const char *String);
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// returns true if a team can load, otherwise writes a nice error Message in pMessage
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bool MatchPlayers(const char (*paNames)[MAX_NAME_LENGTH], const int *pClientID, int NumPlayer, char *pMessage, int MessageLen);
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int save(int Team);
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void load(int Team, bool KeepCurrentWeakStrong);
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int Save(int Team);
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void Load(int Team, bool KeepCurrentWeakStrong);
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CSaveTee *m_pSavedTees;
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// returns true if an error occured
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@ -1349,7 +1349,7 @@ void CScore::SaveTeam(int ClientID, const char *Code, const char *Server)
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auto SaveResult = std::make_shared<CScoreSaveResult>(ClientID, pController);
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SaveResult->m_SaveID = RandomUuid();
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int Result = SaveResult->m_SavedTeam.save(Team);
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int Result = SaveResult->m_SavedTeam.Save(Team);
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if(CSaveTeam::HandleSaveError(Result, ClientID, GameServer()))
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return;
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pController->m_Teams.SetSaving(Team, SaveResult);
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@ -717,7 +717,7 @@ void CGameTeams::ProcessSaveTeam()
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if(Count(Team) > 0)
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{
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// load weak/strong order to prevent switching weak/strong while saving
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m_pSaveTeamResult[Team]->m_SavedTeam.load(Team, false);
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m_pSaveTeamResult[Team]->m_SavedTeam.Load(Team, false);
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}
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break;
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case CScoreSaveResult::LOAD_SUCCESS:
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@ -732,7 +732,7 @@ void CGameTeams::ProcessSaveTeam()
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if(Count(Team) > 0)
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{
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// keep current weak/strong order as on some maps there is no other way of switching
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m_pSaveTeamResult[Team]->m_SavedTeam.load(Team, true);
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m_pSaveTeamResult[Team]->m_SavedTeam.Load(Team, true);
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}
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char aSaveID[UUID_MAXSTRSIZE];
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FormatUuid(m_pSaveTeamResult[Team]->m_SaveID, aSaveID, UUID_MAXSTRSIZE);
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