return 1;
}
-float MapInfo_FilterString(string sf)
+void MapInfo_FilterString(string sf)
{
// this function further filters _MapInfo_filtered, which is prepared by MapInfo_FilterGametype by string
float i, j;
// sometimes the glob isn't sorted nicely, so fix it here...
heapsort(MapInfo_count, _MapInfo_FilterList_swap, _MapInfo_FilterList_cmp, world);
- return 1;
}
void MapInfo_Filter_Free()
// filter the info by game type mask (updates MapInfo_count)
float MapInfo_progress;
float MapInfo_FilterGametype(float gametype, float features, float pFlagsRequired, float pFlagsForbidden, float pAbortOnGenerate); // 1 on success, 0 on temporary failure (call it again next frame then; use MapInfo_progress as progress indicator)
-float MapInfo_FilterString(string sf); // this one runs after MapInfo_FilterGametype to futhur filter the list by a string
+void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword
int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
int MapInfo_CurrentGametype(); // retrieves current gametype from cvars
int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars