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load_game
Prototypevoid load_game(int slot)
load_game()
loads the save game with the filename in SAVEslot.DAT
. The save game must exist in the D-Mod's directory. All variables and other pertinent information are replaced with the values in the save game file.
A D-Mod normally has, or at least has access to, three load_game()
commands:
start-2.c
, which drives the "Continue" button or its counterpart on the D-Mod's opening screen.escape.c
, run when the player presses the escape key.dinfo.c
, Dink'sdie()
procedure.
All running scripts are cancelled by load_game()
. Period, even if the load fails. It is unclear what happens in that case, but the script that did the load_game()
does not continue running no matter what. Use game_exist first so that a failed load can be anticipated and prevented.
As stated, all currently-running scripts are cancelled by load_game()
, but these are started to replace them:
- The base script for the
&player_map
screen - All the
main()
procedures of all the scripts attached to any sprite on the screen - The
disarm()
and then thearm()
procedures for Dink's currently armed weapon and/or magic, if any.