Use WriteDataToBufferPointer
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afeac54860
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@ -100,43 +100,43 @@ INITSAVEBUF
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saveName[23] = '\0';
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saveName[23] = '\0';
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}
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}
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WriteDataToBufferPointer(buf, saveName);
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WriteDataToBufferPointer(buf, saveName);
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#ifdef VALIDATE_SAVE_SIZE
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_saveBufCount += sizeof(saveName);
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#endif
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GetLocalTime(&saveTime);
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GetLocalTime(&saveTime);
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WriteSaveBuf(buf, saveTime);
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WriteDataToBufferPointer(buf, saveTime);
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WriteSaveBuf(buf, SIZE_OF_ONE_GAME_IN_BYTES);
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WriteDataToBufferPointer(buf, SIZE_OF_ONE_GAME_IN_BYTES);
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WriteSaveBuf(buf, CGame::currLevel);
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WriteDataToBufferPointer(buf, CGame::currLevel);
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WriteSaveBuf(buf, TheCamera.m_matrix.m_matrix.pos.x);
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WriteDataToBufferPointer(buf, TheCamera.m_matrix.m_matrix.pos.x);
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WriteSaveBuf(buf, TheCamera.m_matrix.m_matrix.pos.y);
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WriteDataToBufferPointer(buf, TheCamera.m_matrix.m_matrix.pos.y);
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WriteSaveBuf(buf, TheCamera.m_matrix.m_matrix.pos.z);
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WriteDataToBufferPointer(buf, TheCamera.m_matrix.m_matrix.pos.z);
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WriteSaveBuf(buf, CClock::ms_nMillisecondsPerGameMinute);
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WriteDataToBufferPointer(buf, CClock::ms_nMillisecondsPerGameMinute);
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WriteSaveBuf(buf, CClock::ms_nLastClockTick);
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WriteDataToBufferPointer(buf, CClock::ms_nLastClockTick);
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WriteSaveBuf(buf, (uint32) CClock::ms_nGameClockHours);
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WriteDataToBufferPointer(buf, CClock::ms_nGameClockHours);
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WriteSaveBuf(buf, (uint32) CClock::ms_nGameClockMinutes);
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WriteDataToBufferPointer(buf, CClock::ms_nGameClockMinutes);
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currPad = CPad::GetPad(0);
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currPad = CPad::GetPad(0);
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WriteSaveBuf(buf, (uint32) currPad->Mode);
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WriteDataToBufferPointer(buf, currPad->Mode);
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WriteSaveBuf(buf, CTimer::m_snTimeInMilliseconds);
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WriteDataToBufferPointer(buf, CTimer::m_snTimeInMilliseconds);
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WriteSaveBuf(buf, CTimer::ms_fTimeScale);
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WriteDataToBufferPointer(buf, CTimer::ms_fTimeScale);
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WriteSaveBuf(buf, CTimer::ms_fTimeStep);
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WriteDataToBufferPointer(buf, CTimer::ms_fTimeStep);
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WriteSaveBuf(buf, CTimer::ms_fTimeStepNonClipped);
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WriteDataToBufferPointer(buf, CTimer::ms_fTimeStepNonClipped);
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WriteSaveBuf(buf, CTimer::m_FrameCounter);
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WriteDataToBufferPointer(buf, CTimer::m_FrameCounter);
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WriteSaveBuf(buf, CTimeStep::ms_fTimeStep);
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WriteDataToBufferPointer(buf, CTimeStep::ms_fTimeStep);
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WriteSaveBuf(buf, CTimeStep::ms_fFramesPerUpdate);
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WriteDataToBufferPointer(buf, CTimeStep::ms_fFramesPerUpdate);
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WriteSaveBuf(buf, CTimeStep::ms_fTimeScale);
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WriteDataToBufferPointer(buf, CTimeStep::ms_fTimeScale);
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WriteSaveBuf(buf, (int32) CWeather::OldWeatherType);
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WriteDataToBufferPointer(buf, CWeather::OldWeatherType);
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WriteSaveBuf(buf, (int32) CWeather::NewWeatherType);
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WriteDataToBufferPointer(buf, CWeather::NewWeatherType);
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WriteSaveBuf(buf, (int32) CWeather::ForcedWeatherType);
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WriteDataToBufferPointer(buf, CWeather::ForcedWeatherType);
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WriteSaveBuf(buf, CWeather::InterpolationValue);
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WriteDataToBufferPointer(buf, CWeather::InterpolationValue);
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WriteSaveBuf(buf, CompileDateAndTime.m_nSecond);
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WriteDataToBufferPointer(buf, CompileDateAndTime.m_nSecond);
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WriteSaveBuf(buf, CompileDateAndTime.m_nMinute);
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WriteDataToBufferPointer(buf, CompileDateAndTime.m_nMinute);
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WriteSaveBuf(buf, CompileDateAndTime.m_nHour);
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WriteDataToBufferPointer(buf, CompileDateAndTime.m_nHour);
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WriteSaveBuf(buf, CompileDateAndTime.m_nDay);
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WriteDataToBufferPointer(buf, CompileDateAndTime.m_nDay);
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WriteSaveBuf(buf, CompileDateAndTime.m_nMonth);
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WriteDataToBufferPointer(buf, CompileDateAndTime.m_nMonth);
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WriteSaveBuf(buf, CompileDateAndTime.m_nYear);
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WriteDataToBufferPointer(buf, CompileDateAndTime.m_nYear);
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WriteSaveBuf(buf, CWeather::WeatherTypeInList);
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WriteDataToBufferPointer(buf, CWeather::WeatherTypeInList);
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WriteSaveBuf(buf, TheCamera.CarZoomIndicator);
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WriteDataToBufferPointer(buf, TheCamera.CarZoomIndicator);
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WriteSaveBuf(buf, TheCamera.PedZoomIndicator);
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WriteDataToBufferPointer(buf, TheCamera.PedZoomIndicator);
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#ifdef VALIDATE_SAVE_SIZE
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_saveBufCount = buf - work_buff;
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#endif
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VALIDATESAVEBUF(SIZE_OF_SIMPLEVARS);
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VALIDATESAVEBUF(SIZE_OF_SIMPLEVARS);
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// Save scripts, block is nested within the same block as simple vars for some reason
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// Save scripts, block is nested within the same block as simple vars for some reason
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