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Function LGSXlateTables

Descent3/loadstate.cpp:474–503  ·  view source on GitHub ↗

reads in translation tables

Source from the content-addressed store, hash-verified

472
473// reads in translation tables
474int LGSXlateTables(CFILE *fp) {
475 START_VERIFY_SAVEFILE(fp);
476 int retval = LGS_OK;
477 int16_t i, num, index;
478 char name[64];
479
480 // load object info translation table
481 BUILD_XLATE_TABLE(gs_Xlates->obji_indices, MAX_OBJECT_IDS, FindObjectIDName);
482
483 // load polymodel translation list.
484 BUILD_XLATE_TABLE(gs_Xlates->model_handles, MAX_POLY_MODELS, FindPolyModelName);
485
486 // load doar translation list.
487 BUILD_XLATE_TABLE(gs_Xlates->door_handles, MAX_DOORS, FindDoorName);
488
489 // load ship translation list.
490 BUILD_XLATE_TABLE(gs_Xlates->ship_handles, MAX_SHIPS, FindShipName);
491
492 // build weapon translation list
493 BUILD_XLATE_TABLE(gs_Xlates->wpn_handles, MAX_WEAPONS, FindWeaponName);
494
495 // read in limited texture name list.
496 BUILD_XLATE_TABLE(gs_Xlates->tex_handles, MAX_TEXTURES, FindTextureName);
497
498 // read in limited bitmap name list. this is a slightly diff format than above to save space
499 BUILD_MINI_XLATE_TABLE(gs_Xlates->bm_handles, bm_FindBitmapName);
500
501 END_VERIFY_SAVEFILE(fp, "Xlate load");
502 return retval;
503}
504
505// loads in level's mission and level.
506int LGSMission(const char *msnname, int level) {

Callers 2

LoadGameStateFunction · 0.85
DemoReadHeaderFunction · 0.85

Calls

no outgoing calls

Tested by

no test coverage detected