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AVALANCHE: Add saving/loading during run time.
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c4891ace82
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@ -123,7 +123,7 @@ Common::Platform AvalancheEngine::getPlatform() const {
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bool AvalancheEngine::hasFeature(EngineFeature f) const {
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return false;
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return (f == kSupportsSavingDuringRuntime) || (f == kSupportsLoadingDuringRuntime);
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}
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const char *AvalancheEngine::getCopyrightString() const {
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@ -132,6 +132,24 @@ const char *AvalancheEngine::getCopyrightString() const {
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bool AvalancheEngine::canSaveGameStateCurrently() {
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return true;
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}
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Common::Error AvalancheEngine::saveGameState(int slot, const Common::String &desc) {
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return Common::kNoError;
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}
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bool AvalancheEngine::canLoadGameStateCurrently() {
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return true;
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}
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Common::Error AvalancheEngine::loadGameState(int slot, const Common::String &desc) {
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return Common::kNoError;
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}
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void AvalancheEngine::updateEvents() {
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Common::Event event;
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@ -111,10 +111,16 @@ public:
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bool hasFeature(EngineFeature f) const;
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const char *getCopyrightString() const;
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virtual bool canSaveGameStateCurrently();
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Common::Error saveGameState(int slot, const Common::String &desc);
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virtual bool canLoadGameStateCurrently();
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Common::Error loadGameState(int slot, const Common::String &desc);
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void updateEvents();
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bool getEvent(Common::Event &event); // A warpper around _eventMan->pollEvent(), se we can use it in Scrolls::normscroll() for example.
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Common::Point getMousePos();
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protected:
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