void Game::deserialize()

in procgen/src/game.cpp [231:278]


void Game::deserialize(ReadBuffer *b) {
    fassert(SERIALIZE_VERSION == b->read_int());
    fassert(game_name == b->read_string());

    options.paint_vel_info = b->read_int();
    options.use_generated_assets = b->read_int();
    options.use_monochrome_assets = b->read_int();
    options.restrict_themes = b->read_int();
    options.use_backgrounds = b->read_int();
    options.center_agent = b->read_int();
    options.debug_mode = b->read_int();
    options.distribution_mode = DistributionMode(b->read_int());
    options.use_sequential_levels = b->read_int();

    options.use_easy_jump = b->read_int();
    options.plain_assets = b->read_int();
    options.physics_mode = b->read_int();

    grid_step = b->read_int();
    level_seed_low = b->read_int();
    level_seed_high = b->read_int();
    game_type = b->read_int();
    game_n = b->read_int();

    level_seed_rand_gen.deserialize(b);
    rand_gen.deserialize(b);

    step_data.reward = b->read_float();
    step_data.done = b->read_int();
    step_data.level_complete = b->read_int();

    action = b->read_int();
    timeout = b->read_int();

    current_level_seed = b->read_int();
    prev_level_seed = b->read_int();
    episodes_remaining = b->read_int();
    episode_done = b->read_int();

    last_reward_timer = b->read_int();
    last_reward = b->read_float();
    default_action = b->read_int();

    fixed_asset_seed = b->read_int();

    cur_time = b->read_int();
    is_waiting_for_step = b->read_int();
}