29 #ifndef __SAVEGAME_H__
30 #define __SAVEGAME_H__
void ReadContactInfo(contactInfo_t &contactInfo)
void WriteBuildNumber(const int value)
void ReadSignedChar(signed char &value)
void WriteTrace(const trace_t &trace)
GLsizei const GLfloat * value
void WriteString(const char *string)
void ReadSoundCommands(void)
void ReadSoundShader(const idSoundShader *&shader)
void ReadParticle(const idDeclParticle *&particle)
void ReadVec2(idVec2 &vec)
void ReadMaterial(const idMaterial *&material)
void WriteObject(const idClass *obj)
idList< const idClass * > objects
GLenum GLsizei GLenum format
void ReadDict(idDict *dict)
void WriteSkin(const idDeclSkin *skin)
void WriteModel(const idRenderModel *model)
void Write(const void *buffer, int len)
void WriteVec4(const idVec4 &vec)
void ReadWinding(idWinding &winding)
void ReadFX(const idDeclFX *&fx)
void ReadJoint(jointHandle_t &value)
void ReadBool(bool &value)
void WriteStaticObject(const idClass &obj)
void ReadTraceModel(idTraceModel &trace)
void ReadBuildNumber(void)
void WriteClipModel(const class idClipModel *clipModel)
void ReadUsercmd(usercmd_t &usercmd)
void ReadModel(idRenderModel *&model)
void WriteVec3(const idVec3 &vec)
void ReadRenderEntity(renderEntity_t &renderEntity)
void ReadVec6(idVec6 &vec)
void WriteSoundShader(const idSoundShader *shader)
void WriteMaterial(const idMaterial *material)
void CallSave_r(const idTypeInfo *cls, const idClass *obj)
void WriteJoint(const jointHandle_t value)
void WriteBool(const bool value)
void WriteUsercmd(const usercmd_t &usercmd)
void WriteSignedChar(const signed char value)
void ReadTrace(trace_t &trace)
void WriteShort(const short value)
const int INITIAL_RELEASE_BUILD_NUMBER
void WriteWinding(const idWinding &winding)
void ReadFloat(float &value)
void ReadRenderLight(renderLight_t &renderLight)
void void Read(void *buffer, int len)
void WriteFloat(const float value)
void ReadModelDef(const idDeclModelDef *&modelDef)
void WriteVec6(const idVec6 &vec)
void ReadVec4(idVec4 &vec)
void ReadUserInterface(idUserInterface *&ui)
void CallRestore_r(const idTypeInfo *cls, idClass *obj)
void WriteObjectList(void)
void ReadRefSound(refSound_t &refSound)
void WriteRenderEntity(const renderEntity_t &renderEntity)
void Error(const char *fmt,...) id_attribute((format(printf
void ReadBounds(idBounds &bounds)
idSaveGame(idFile *savefile)
void WriteInt(const int value)
void WriteRenderView(const renderView_t &view)
void WriteMat3(const idMat3 &mat)
void ReadMat3(idMat3 &mat)
void WriteDict(const idDict *dict)
void ReadStaticObject(idClass &obj)
void ReadClipModel(idClipModel *&clipModel)
void WriteAngles(const idAngles &angles)
idList< idClass * > objects
void ReadShort(short &value)
void WriteRefSound(const refSound_t &refSound)
void WriteFX(const idDeclFX *fx)
void WriteTraceModel(const idTraceModel &trace)
void ReadRenderView(renderView_t &view)
void WriteVec2(const idVec2 &vec)
void WriteByte(const byte value)
void ReadVec3(idVec3 &vec)
void WriteContactInfo(const contactInfo_t &contactInfo)
void RestoreObjects(void)
void ReadAngles(idAngles &angles)
void WriteBounds(const idBounds &bounds)
void AddObject(const idClass *obj)
void WriteSoundCommands(void)
void WriteModelDef(const class idDeclModelDef *modelDef)
idRestoreGame(idFile *savefile)
void WriteParticle(const idDeclParticle *particle)
void ReadString(idStr &string)
void WriteRenderLight(const renderLight_t &renderLight)
void WriteUserInterface(const idUserInterface *ui, bool unique)
void ReadSkin(const idDeclSkin *&skin)
void ReadByte(byte &value)
void ReadObject(idClass *&obj)