src/game/Tactical/Keys.cc
void SaveDoorTableToMap( HWFILE fp )
{
	size_t i = 0;

	while (i < DoorTable.size())
	{
		if (!OpenableAtGridNo( DoorTable[ i ].sGridNo ))
			RemoveDoorInfoFromTable( DoorTable[ i ].sGridNo );
		else
			i++;
	}
	Assert(DoorTable.size() <= UINT8_MAX);
	UINT8 numDoors = static_cast<UINT8>(DoorTable.size());
	fp->writeArray(numDoors, DoorTable.data());
}
//Saves the existing door information to the map.  Before it actually saves, it'll verify that the
//door still exists.  Otherwise, it'll ignore it.  It is possible in the editor to delete doors in
//many different ways, so I opted to put it in the saving routine.
Saves the existing door information to the map.  Before it actually saves, it'll verify that the
door still exists.  Otherwise, it'll ignore it.  It is possible in the editor to delete doors in
many different ways, so I opted to put it in the saving routine.
Saves the existing door information to the map . Before it actually saves it ' ll verify that the door still exists . Otherwise it ' ll ignore it . It is possible in the editor to delete doors in many different ways so I opted to put it in the saving routine .
void SaveDoorTableToMap( HWFILE fp )
{
	size_t i = 0;
	while (i < DoorTable.size())
	{
		if (!OpenableAtGridNo( DoorTable[ i ].sGridNo ))
			RemoveDoorInfoFromTable( DoorTable[ i ].sGridNo );
		else
			i++;
	}
	Assert(DoorTable.size() <= UINT8_MAX);
	UINT8 numDoors = static_cast<UINT8>(DoorTable.size());
	fp->writeArray(numDoors, DoorTable.data());
}
void SaveDoorTableToMap ( HWFILE fp ) { size_t i = 0 ; while ( i < DoorTable . size ( ) ) { if ( ! OpenableAtGridNo ( DoorTable [ i ] . sGridNo ) ) RemoveDoorInfoFromTable ( DoorTable [ i ] . sGridNo ) ; else i ++ ; } Assert ( DoorTable . size ( ) <= UINT8_MAX ) ; UINT8 numDoors = static_cast < UINT8 > ( DoorTable . size ( ) ) ; fp -> writeArray ( numDoors , DoorTable . data ( ) ) ; }
Saves the existing door information to the map.
Saves the existing door information to the map .