src/game/TileEngine/SaveLoadMap.cc
static void AddBloodOrSmellFromMapTempFileToMap(MODIFY_MAP* pMap)
{
	gpWorldLevelData[ pMap->usGridNo ].ubBloodInfo = (UINT8)pMap->usImageType;

	//if the blood and gore option IS set, add blood
	if( gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] )
	{
		// Update graphics for both levels...
		gpWorldLevelData[ pMap->usGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
		UpdateBloodGraphics( pMap->usGridNo, 0 );
		gpWorldLevelData[ pMap->usGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
		UpdateBloodGraphics( pMap->usGridNo, 1 );
	}

	gpWorldLevelData[ pMap->usGridNo ].ubSmellInfo = (UINT8)pMap->usSubImageIndex;
}
// The BloodInfo is saved in the bottom byte and the smell info in the upper byte
The BloodInfo is saved in the bottom byte and the smell info in the upper byte
The BloodInfo is saved in the bottom byte and the smell info in the upper byte
static void AddBloodOrSmellFromMapTempFileToMap(MODIFY_MAP* pMap)
{
	gpWorldLevelData[ pMap->usGridNo ].ubBloodInfo = (UINT8)pMap->usImageType;
	if( gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] )
	{
		gpWorldLevelData[ pMap->usGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
		UpdateBloodGraphics( pMap->usGridNo, 0 );
		gpWorldLevelData[ pMap->usGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
		UpdateBloodGraphics( pMap->usGridNo, 1 );
	}
	gpWorldLevelData[ pMap->usGridNo ].ubSmellInfo = (UINT8)pMap->usSubImageIndex;
}
static void AddBloodOrSmellFromMapTempFileToMap ( MODIFY_MAP * pMap ) { gpWorldLevelData [ pMap -> usGridNo ] . ubBloodInfo = ( UINT8 ) pMap -> usImageType ; if ( gGameSettings . fOptions [ TOPTION_BLOOD_N_GORE ] ) { gpWorldLevelData [ pMap -> usGridNo ] . uiFlags |= MAPELEMENT_REEVALUATEBLOOD ; UpdateBloodGraphics ( pMap -> usGridNo , 0 ) ; gpWorldLevelData [ pMap -> usGridNo ] . uiFlags |= MAPELEMENT_REEVALUATEBLOOD ; UpdateBloodGraphics ( pMap -> usGridNo , 1 ) ; } gpWorldLevelData [ pMap -> usGridNo ] . ubSmellInfo = ( UINT8 ) pMap -> usSubImageIndex ; }
The BloodInfo is saved in the bottom byte and the smell info in the upper byte
The BloodInfo is saved in the bottom byte and the smell info in the upper byte
//if the blood and gore option IS set, add blood // Update graphics for both levels...