Original log file · 20120905-3000.txt
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r3000 | helixhorned | 2012-09-05 10:25:47 -0700 (Wed, 05 Sep 2012) | 1 line
Add macro CON_ERRPRINTF(Fmt, ...) and use that everywhere.
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r2999 | helixhorned | 2012-09-05 10:25:43 -0700 (Wed, 05 Sep 2012) | 5 lines
Factor out some repeated code into G_{Load,Save}PlayerMaybeMulti.
This currently says that MP saving/loading isn't supported, but doesn't
really work correctly. Also, properly bound-check the immediate argument
to CON's 'save' command and one more ... -> G_HandleAsync().
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r2998 | helixhorned | 2012-09-05 10:25:40 -0700 (Wed, 05 Sep 2012) | 1 line
Use Bstrncpyz in 1 place; fix displaying err msg if write-opening savegame fails
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r2997 | helixhorned | 2012-09-05 10:25:37 -0700 (Wed, 05 Sep 2012) | 8 lines
Factor out snprintf'ing a maybe-modDir'd file name into macro G_ModDirSnprintf().
... and use it in three places. In two of these uses,
1) CON {read,write}arrayfromfile and
2) G_SavePlayer,
display an error message if the file name such generated is too long.
In the CON commands of 1), also error out if the file couldn't be opened.
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r2996 | helixhorned | 2012-09-05 10:25:34 -0700 (Wed, 05 Sep 2012) | 1 line
Move G_HandleAsync() into game.h as 'static inline' and use everywhere else.
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r2995 | helixhorned | 2012-09-05 10:25:31 -0700 (Wed, 05 Sep 2012) | 4 lines
Fix crash when recording demo, stooping it, going to title screen, and exiting.
A macro MAYBE_FCLOSE_AND_NULL(fileptr) is introduced in compat.h that does
what it says.
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r2994 | helixhorned | 2012-09-05 10:25:26 -0700 (Wed, 05 Sep 2012) | 1 line
Demo: rename some functions for new-style conventions, functionize one marco...
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Factor out some repeated code into G_{Load,Save}PlayerMaybeMulti.
This currently says that MP saving/loading isn't supported, but doesn't really work correctly. Also, properly bound-check the immediate argument to CON's 'save' command and one more ... -> G_HandleAsync().
Use Bstrncpyz in 1 place; fix displaying err msg if write-opening savegame fails
Factor out snprintf'ing a maybe-modDir'd file name into macro G_ModDirSnprintf().
... and use it in three places. In two of these uses, 1) CON {read,write}arrayfromfile and 2) G_SavePlayer, display an error message if the file name such generated is too long. In the CON commands of 1), also error out if the file couldn't be opened.
Move G_HandleAsync() into game.h as 'static inline' and use everywhere else.
Fix crash when recording demo, stooping it, going to title screen, and exiting.
A macro MAYBE_FCLOSE_AND_NULL(fileptr) is introduced in compat.h that does what it says.