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// This print is actually pointless because game will abort if it fails to save layer bitmaps. It stays here for now because in reality the game doesn't properly abort if the layer bitmaps fail to save. It is what it is.
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g_ConsoleMan.PrintString("ERROR: Failed to save scene bitmaps while saving!");
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return false;
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}
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*/
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// We need a copy of our scene, because we have to do some fixup to remove PLACEONLOAD items and only keep the current MovableMan state.
Copy file name to clipboardExpand all lines: Source/System/Reader.h
+2-2Lines changed: 2 additions & 2 deletions
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@@ -31,7 +31,7 @@ namespace RTE {
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/// @param overwrites Whether object definitions read here overwrite existing ones with the same names.
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/// @param progressCallback A function pointer to a function that will be called and sent a string with information about the progress of this Reader's reading.
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/// @param failOK Whether it's ok for the file to not be there, ie we're only trying to open, and if it's not there, then fail silently.
/// @param fileName Path to the file to open for reading. If the file doesn't exist the stream will fail to open.
@@ -47,7 +47,7 @@ namespace RTE {
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/// @param progressCallback A function pointer to a function that will be called and sent a string with information about the progress of this Reader's reading.
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/// @param failOK Whether it's ok for the file to not be there, ie we're only trying to open, and if it's not there, then fail silently.
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/// @return An error return value signaling success or any particular failure. Anything below 0 is an error signal.
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