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neo/sys/sys_profile.h
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117
neo/sys/sys_profile.h
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __SYS_PROFILE_H__
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#define __SYS_PROFILE_H__
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#include "sys_savegame.h"
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#include "sys_session_savegames.h"
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class idSaveGameProcessorSaveProfile;
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class idSaveGameProcessorLoadProfile;
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class idLocalUser;
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class idPlayerProfile;
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/*
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================================================
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idProfileMgr
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================================================
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*/
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class idProfileMgr {
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public:
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idProfileMgr();
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~idProfileMgr();
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// Called the first time it's asked to load
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void Init( idLocalUser * user );
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void Pump();
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idPlayerProfile * GetProfile();
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private:
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void LoadSettingsAsync();
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void SaveSettingsAsync();
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void OnLoadSettingsCompleted( idSaveLoadParms * parms );
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void OnSaveSettingsCompleted( idSaveLoadParms * parms );
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private:
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std::auto_ptr< idSaveGameProcessorSaveProfile > profileSaveProcessor;
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std::auto_ptr< idSaveGameProcessorLoadProfile > profileLoadProcessor;
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idLocalUser * user; // reference passed in
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idPlayerProfile * profile;
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saveGameHandle_t handle;
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};
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/*
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================================================
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idSaveGameProcessorSaveProfile
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================================================
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*/
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class idSaveGameProcessorSaveProfile : public idSaveGameProcessorSaveFiles {
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public:
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DEFINE_CLASS( idSaveGameProcessorSaveProfile );
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idSaveGameProcessorSaveProfile();
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bool InitSaveProfile( idPlayerProfile * profile, const char * folder );
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virtual bool Process();
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private:
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idFile_SaveGame * profileFile;
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idPlayerProfile * profile;
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};
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/*
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================================================
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idSaveGameProcessorLoadProfile
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================================================
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*/
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class idSaveGameProcessorLoadProfile : public idSaveGameProcessorLoadFiles {
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public:
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DEFINE_CLASS( idSaveGameProcessorLoadProfile );
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idSaveGameProcessorLoadProfile();
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~idSaveGameProcessorLoadProfile();
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bool InitLoadProfile( idPlayerProfile * profile, const char * folder );
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virtual bool Process();
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private:
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idFile_SaveGame * profileFile;
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idPlayerProfile * profile;
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};
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// Synchronous check, just checks if a profile exists within the savegame location
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bool Sys_SaveGameProfileCheck();
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#endif
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