Fix live event backups being created at run start; there's no meaningful progress in GFZ1 to recover from.

This commit is contained in:
toaster 2020-07-12 19:00:58 +01:00
parent e1a217dc10
commit 0a625d3e19

View file

@ -3756,7 +3756,7 @@ boolean P_LoadLevel(boolean fromnetsave)
if (!lastmaploaded) // Start a new game? if (!lastmaploaded) // Start a new game?
{ {
// I'd love to do this in the menu code instead of here, but everything's a mess and I can't guarantee saving proper player struct info before the first act's started. You could probably refactor it, but it'd be a lot of effort. Easier to just work off known good code. ~toast 22/06/2020 // I'd love to do this in the menu code instead of here, but everything's a mess and I can't guarantee saving proper player struct info before the first act's started. You could probably refactor it, but it'd be a lot of effort. Easier to just work off known good code. ~toast 22/06/2020
if (!(ultimatemode || netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) if (!(ultimatemode || netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking || marathonmode)
&& (!modifiedgame || savemoddata) && cursaveslot > 0) && (!modifiedgame || savemoddata) && cursaveslot > 0)
G_SaveGame((UINT32)cursaveslot, gamemap); G_SaveGame((UINT32)cursaveslot, gamemap);
// If you're looking for saving sp file progression (distinct from G_SaveGameOver), check G_DoCompleted. // If you're looking for saving sp file progression (distinct from G_SaveGameOver), check G_DoCompleted.