}
#[throws(IE)]
- fn loaded_hook(&self, piece: PieceId, gs: &mut GameState,
- ig: &InstanceRef) {
+ fn save_reloaded_hook(&self, piece: PieceId, gs: &mut GameState,
+ ig: &InstanceRef) {
// The effect of this is to reload to the amount remaining at the
// last game save. That's probably tolerable, and even arguably
// better than having the clock "have kept running" during the
}
#[throws(IE)]
- fn loaded_hook(&self, piece: PieceId, gs: &mut GameState, _: &InstanceRef) {
+ fn save_reloaded_hook(&self, piece: PieceId, gs: &mut GameState
+ , _: &InstanceRef) {
self.cooldown_cleanup_hook(&mut gs.pieces, piece)?;
}
}
_was_held: Option<PlayerId>)
-> Result<OpHookThunk,IE> { Ok(default()) }
- fn loaded_hook(&self, _piece: PieceId,
+ fn save_reloaded_hook(&self, _piece: PieceId,
_gs: &mut GameState, _ig: &InstanceRef) -> Result<(),IE> {
Ok(())
}
let ig = &mut *g;
for (piece, ipc) in ig.ipieces.0.iter() {
- ipc.direct_trait_access().loaded_hook(piece, &mut ig.gs, &gref)?;
+ ipc.direct_trait_access()
+ .save_reloaded_hook(piece, &mut ig.gs, &gref)?;
}
for (token, _) in &tokens_players {