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Function zSaveLoadAutoSaveUpdate

src/SB/Game/zSaveLoad.cpp:1671–1716  ·  view source on GitHub ↗

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1669}
1670
1671void zSaveLoadAutoSaveUpdate()
1672{
1673 xBase* obj;
1674 s32 out1, out2;
1675
1676 if (globals.autoSaveFeature == 0 || gGameMode == eGameMode_Pause)
1677 {
1678 return;
1679 }
1680 if (preAutoSaving == 0)
1681 {
1682 return;
1683 }
1684
1685 S32 physicalSlot = xSGAutoSave_GetCache()->LastPhysicalSlot();
1686 if (physicalSlot >= 0)
1687 {
1688 autoSaveCard = physicalSlot;
1689 switch (CARDProbeEx(physicalSlot, &out1, &out2))
1690 {
1691 case 0:
1692 case -1:
1693 obj = zSceneFindObject(xStrHash("SAVING GAME ICON UI")); //"SAVING GAME ICON UI"
1694 if (obj != NULL)
1695 {
1696 zEntEvent(obj, eEventVisible);
1697 }
1698 break;
1699 default:
1700 obj = zSceneFindObject(xStrHash("SAVING GAME ICON UI")); //"SAVING GAME ICON UI"
1701 if (obj != NULL)
1702 {
1703 zEntEvent(obj, eEventInvisible);
1704 }
1705
1706 obj = zSceneFindObject(xStrHash("MNU4 AUTO SAVE FAILED")); //"MNU4 AUTO SAVE FAILED"
1707 if (obj != NULL)
1708 {
1709 zEntEvent(obj, eEventVisible);
1710 }
1711 globals.autoSaveFeature = 0;
1712 zSaveLoadPreAutoSave(0);
1713 break;
1714 }
1715 }
1716}
1717
1718S32 zSaveLoad_DoAutoSave()
1719{

Callers

nothing calls this directly

Calls 7

xSGAutoSave_GetCacheFunction · 0.85
CARDProbeExFunction · 0.85
zSceneFindObjectFunction · 0.85
zSaveLoadPreAutoSaveFunction · 0.85
LastPhysicalSlotMethod · 0.80
xStrHashFunction · 0.50
zEntEventFunction · 0.50

Tested by

no test coverage detected