Write gamelog.txt buffered so it will not stress the medium it's saved on
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4ebc007757
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6c16c6174e
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@ -6,6 +6,7 @@ main/menu.c, main/scores.c, main/scores.h: Move all globals in scores.c into str
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main/game.c, main/newdemo.c: Don't make another Game_wind when advancing a level, fixing failed asserts / slow turning
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main/game.c, main/newdemo.c: Don't make another Game_wind when advancing a level, fixing failed asserts / slow turning
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arch/sdl/window.c: Don't send an EVENT_WINDOW_DEACTIVATED when closing a window if it wasn't the front window, now the game works properly after you're shown on the high scores
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arch/sdl/window.c: Don't send an EVENT_WINDOW_DEACTIVATED when closing a window if it wasn't the front window, now the game works properly after you're shown on the high scores
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main/collide.c, main/object.c, main/object.h, main/state.c: Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense
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main/collide.c, main/object.c, main/object.h, main/state.c: Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense
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main/console.c: Write gamelog.txt buffered so it will not stress the medium it's saved on
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20100207
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20100207
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--------
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--------
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@ -209,7 +209,7 @@ void con_init(void)
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{
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{
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memset(con_buffer,0,sizeof(con_buffer));
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memset(con_buffer,0,sizeof(con_buffer));
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gamelog_fp = PHYSFS_openWrite("gamelog.txt");
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gamelog_fp = PHYSFSX_openWriteBuffered("gamelog.txt");
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atexit(con_close);
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atexit(con_close);
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}
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}
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