var __p_time = current_time;
with (all)
{
//Search
switch (object_index)
{
case obj_game_controller:
var _map = ds_map_create();
ds_list_add(_root_list,_map);
ds_list_mark_as_map(_root_list,ds_list_size(_root_list)-1);
var _obj = object_get_name(object_index);
ds_map_add(_map, "obj", _obj);
ds_map_add(_map, "AC_nickname", global.AC_nickname);
ds_map_add(_map, "ST_Volume_Music", global.ST_Volume_Music);
ds_map_add(_map, "ST_Volume_SFX", global.ST_Volume_SFX);
ds_map_add(_map, "variable", global.VARIABLE);
ds_map_add(_map, "DN_hour", global.DN_hour);
ds_map_add(_map, "DN_minute", global.DN_minute);
ds_map_add(_map, "DN_second", global.DN_second);
ds_map_add(_map, "DN_day", global.DN_day);
ds_map_add(_map, "GC_xp_limite", global.GC_xp_limite);
ds_map_add(_map, "GC_xp", global.GC_xp);
ds_map_add(_map, "GC_game_level", global.GC_game_level);
ds_map_add(_map, "GC_money", global.GC_money);
ds_map_add(_map, "GC_quantity_booths", global.GC_quantity_booths);
ds_map_add(_map, "GC_quantity_characters", global.GC_quantity_characters);
ds_map_add(_map, "GC_quantity_staffs", global.GC_quantity_staffs);
ds_map_add(_map, "GC_mission_text", global.GC_mission_text);
ds_map_add(_map, "GC_crystal", global.GC_crystal);
ds_map_add(_map, "GC_popularity", global.GC_popularity);
break;
case obj_build_0:
var _map = ds_map_create();
ds_list_add(_root_list,_map);
ds_list_mark_as_map(_root_list,ds_list_size(_root_list)-1);
var _obj = object_get_name(object_index);
ds_map_add(_map, "obj", _obj);
ds_map_add(_map, "x", x);
ds_map_add(_map, "y", y);
break;
case obj_character_0:
var _map = ds_map_create();
ds_list_add(_root_list,_map);
ds_list_mark_as_map(_root_list,ds_list_size(_root_list)-1);
var _obj = object_get_name(object_index);
ds_map_add(_map, "obj", _obj);
ds_map_add(_map, "x", x);
ds_map_add(_map, "y", y);
break;
}
}
show_debug_message("Game Saved, Time: "+string(current_time-__p_time)+string(" ms"));