internal void RestoreGlobalState(SaveRestoreData.Native *pSaveData) { try { Persistence.RestoreGlobalState(new SaveRestoreData(pSaveData)); } catch (Exception e) { Log.Exception(e); throw; } }
internal int Restore(Edict.Native *pent, SaveRestoreData.Native *pSaveData, int globalEntity) { try { return(Persistence.Restore(EntityDictionary.EdictFromNative(pent), new SaveRestoreData(pSaveData), globalEntity != 0) ? 0 : -1); } catch (Exception e) { Log.Exception(e); throw; } }
internal void Save(Edict.Native *pent, SaveRestoreData.Native *pSaveData) { try { Persistence.Save(EntityDictionary.EdictFromNative(pent), new SaveRestoreData(pSaveData)); } catch (Exception e) { Log.Exception(e); throw; } }
internal void SaveReadFields(SaveRestoreData.Native *pSaveData, string pname, void *pBaseData, TypeDescription.Native *pFields, int fieldCount) { //TODO: handle internally? //We need the bare minimum data to allow VGUI2's saved game list to work try { } catch (Exception e) { Log.Exception(e); throw; } }