Working on reset state and the end game

This commit is contained in:
Vladislav Khorev committed 2026-07-08 16:24:06 +03:00
1 parent 124208f2a4
commit 1c2c80f0ea
5 files changed
+1653 -43

No files matched your search

+14
View File
@@ -101,6 +101,20 @@ namespace ZL {
SaveSlotInfo readSlotInfo(int slot) const;
void createLocations();
// Reset entry point used by "Start New Game": loads resources/config/start_state.json
// into the existing Location objects if present, else falls back to performFullReset().
// Must only ever run from a deferred task (see mainThreadHandler.EnqueueMainThreadTask),
// never synchronously from a Lua/cutscene call stack.
void performResetToInitialState();
void performFullReset();
void saveInitialState();
// (Re-)arms one-shot gameplay callbacks (tutorial unlock, taxi request) that
// createLocations() wires up but that get consumed (set to nullptr) once used
// during play. Must be called after gameState.load() on the fast reset path,
// since that path keeps the existing Location objects instead of recreating them.
void rearmDormOneShotCallbacks();
int64_t getSyncTimeMs();
void processTickCount();
void drawScene();