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Documentation Area

Document Path: /doc/build/player_data


How to store your data in the player data file:
==============================================
I have implemented a system that lets each object store one string
in the player data file by passing the string to the player.c
By each object the file name is meant, so you can only store a
string for each program, not for each clone.
The advantage of this system compared to auto_load is, that auto_load
data gets lost if the object is not loadable, this data is kept
unless it is removed by the object itself, or by a game master.

Usage:
=====
STORING:	this_player()->store_data(my_data);

my_data is a string that holds important info that you want to keep
safe in the player data file. store_data returns 1 if successful,
(should always be that way), and it overwrites old data, if data
was in storage before. If no data is passed, the call is ignored, the
data stays unchanged.

RETRIEVING:	my_data = this_player()->query_data();

No arguments. The string is retrieved that your object has stored
some time ago, could even be months! So beware not to change your
format or to keep track of it! Returns 0 if no data could be found.

REMOVING:	[ my_data = ] this_player()->remove_data();

This call lets you clean up after yourself. Remove your data from
the storage completely. Returns 0 if there was no data in storage
or returns the last kept data if successful. Please remove your data
if you don't need them anymore!

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See also:


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