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HDB: Unstub Weapon code from save/load
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@ -1264,7 +1264,7 @@ void AI::save(Common::OutSaveFile *out) {
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out->writeByte(_playerOnIce);
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out->writeByte(_playerEmerging);
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out->writeByte(_playerRunning);
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warning("STUB: Save whether weapon is selected");
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out->writeSint32LE((int)_weaponSelected);
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// Save Teleporters
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for (i = 0; i < kMaxTeleporters; i++) {
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@ -1454,7 +1454,7 @@ void AI::loadSaveFile(Common::InSaveFile *in) {
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_playerOnIce = in->readByte();
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_playerEmerging = in->readByte();
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_playerRunning = in->readByte();
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warning("STUB: Load whether weapon is selected or not");
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_weaponSelected = (AIType)in->readSint32LE();
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// Load Teleporters
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for (i = 0; i < kMaxTeleporters; i++) {
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@ -1698,7 +1698,13 @@ void AI::loadSaveFile(Common::InSaveFile *in) {
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initAnimInfo();
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// Set the Player weapon
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warning("STUB: Set the Player weapon");
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if (_weaponSelected != AI_NONE) {
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int slot = queryInventoryTypeSlot(_weaponSelected);
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if (slot != -1) {
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Tile *gfx = getInvItemGfx(slot);
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setPlayerWeapon(_weaponSelected, gfx);
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}
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}
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}
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void AI::initAnimInfo() {
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