Working on reset state and the end game
This commit is contained in:
1 parent
124208f2a4
commit
1c2c80f0ea
5 files changed
+1653
-43
No files matched your search
+14
@@ -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();
|
||||
|
||||
Reference in new issue
Block a user