#include "StorageWork.h" bool GetStateFolder(const char* group, ICoreStorageFolder* &var) { RELEASE(var); var = api->Storage().GetItemFolder(group,_FL_); return (var!=null); } void GetStatVar(ICoreStorageFloat * & var, const char* state) { RELEASE(var); char name[256]; crt_strcpy(name, sizeof(name), "Runtime.Statistic."); crt_strcat(name, sizeof(name), state); var = api->Storage().GetItemFloat(name, _FL_); var->Set(0.0f); } bool GetStateFloatVar(const char* state, ICoreStorageFloat* &var) { RELEASE(var); var = api->Storage().GetItemFloat(state,_FL_); return (var!=null); } float ReadGameState(const char* id,float def) { return api->Storage().GetFloat(id,def); } void WriteGameState(const char* id, float value) { api->Storage().SetFloat(id, value); } float ReadGameState(ICoreStorageFloat* var,float def) { if (var) { if (var->IsValidate()) { return var->Get(def); } } return def; } void WriteGameState(ICoreStorageFloat* var, float value) { if (var) { var->Set(value); } } bool GetStateStringVar(const char* state, ICoreStorageString* &var) { RELEASE(var); var = api->Storage().GetItemString(state,_FL_); return (var!=null); } const char* ReadGameState(const char* id,const char* def) { return api->Storage().GetString(id,def); } void WriteGameState(const char* id, const char* value) { api->Storage().SetString(id, value); } const char* ReadGameState(ICoreStorageString* var,const char* def) { if (var) { if (var->IsValidate()) { return var->Get(def); } } return def; } void WriteGameState(ICoreStorageString* var, const char* value) { if (var) { var->Set(value); } }