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#pragma once
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#include "PCSave.h"
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#define SLOT_COUNT (8)
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bool GenericSave(int file);
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bool GenericLoad();
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bool ReadInSizeofSaveFileBuffer(int32 &file, uint32 &size);
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bool ReadDataFromFile(int32 file, uint8 *buf, uint32 size);
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bool CloseFile(int32 file);
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void DoGameSpecificStuffAfterSucessLoad();
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bool CheckSlotDataValid(int32 slot);
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void MakeSpaceForSizeInBufferPointer(uint8 *&presize, uint8 *&buf, uint8 *&postsize);
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void CopySizeAndPreparePointer(uint8 *&buf, uint8 *&postbuf, uint8 *&postbuf2, uint32 &unused, uint32 &size);
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void DoGameSpecificStuffBeforeSave();
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void MakeValidSaveName(int32 slot);
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wchar *GetSavedGameDateAndTime(int32 slot);
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wchar *GetNameOfSavedGame(int32 slot);
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bool CheckDataNotCorrupt(int32 slot, char *name);
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bool RestoreForStartLoad();
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int align4bytes(int32 size);
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extern class CDate& CompileDateAndTime;
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extern char (&DefaultPCSaveFileName)[260];
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extern char (&ValidSaveName)[260];
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extern char (&LoadFileName)[256];
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extern wchar (&SlotFileName)[SLOT_COUNT][260];
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extern wchar (&SlotSaveDate)[SLOT_COUNT][70];
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extern int &CheckSum;
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extern enum eLevelName &m_LevelToLoad;
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extern int (&Slots)[SLOT_COUNT+1];
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extern bool &b_FoundRecentSavedGameWantToLoad;
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extern bool &JustLoadedDontFadeInYet;
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extern bool &StillToFadeOut;
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extern uint32 &TimeStartedCountingForFade;
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extern uint32 &TimeToStayFadedBeforeFadeOut;
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extern char SaveFileNameJustSaved[260]; // 8F2570
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#pragma once
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#include "PCSave.h"
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#define SLOT_COUNT (8)
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bool GenericSave(int file);
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bool GenericLoad();
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bool ReadInSizeofSaveFileBuffer(int32 &file, uint32 &size);
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bool ReadDataFromFile(int32 file, uint8 *buf, uint32 size);
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bool CloseFile(int32 file);
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void DoGameSpecificStuffAfterSucessLoad();
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bool CheckSlotDataValid(int32 slot);
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void MakeSpaceForSizeInBufferPointer(uint8 *&presize, uint8 *&buf, uint8 *&postsize);
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void CopySizeAndPreparePointer(uint8 *&buf, uint8 *&postbuf, uint8 *&postbuf2, uint32 &unused, uint32 &size);
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void DoGameSpecificStuffBeforeSave();
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void MakeValidSaveName(int32 slot);
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wchar *GetSavedGameDateAndTime(int32 slot);
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wchar *GetNameOfSavedGame(int32 slot);
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bool CheckDataNotCorrupt(int32 slot, char *name);
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bool RestoreForStartLoad();
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int align4bytes(int32 size);
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extern class CDate& CompileDateAndTime;
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extern char (&DefaultPCSaveFileName)[260];
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extern char (&ValidSaveName)[260];
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extern char (&LoadFileName)[256];
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extern wchar (&SlotFileName)[SLOT_COUNT][260];
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extern wchar (&SlotSaveDate)[SLOT_COUNT][70];
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extern int &CheckSum;
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extern enum eLevelName &m_LevelToLoad;
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extern int (&Slots)[SLOT_COUNT+1];
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extern bool &b_FoundRecentSavedGameWantToLoad;
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extern bool &JustLoadedDontFadeInYet;
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extern bool &StillToFadeOut;
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extern uint32 &TimeStartedCountingForFade;
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extern uint32 &TimeToStayFadedBeforeFadeOut;
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extern char SaveFileNameJustSaved[260]; // 8F2570
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const char TopLineEmptyFile[] = "THIS FILE IS NOT VALID YET";
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