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Fix live event backups being created at run start; there's no meaningful progress in GFZ1 to recover from.
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@ -3756,7 +3756,7 @@ boolean P_LoadLevel(boolean fromnetsave)
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if (!lastmaploaded) // Start a new game?
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if (!lastmaploaded) // Start a new game?
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{
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{
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// 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
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// 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
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if (!(ultimatemode || netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking)
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if (!(ultimatemode || netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking || marathonmode)
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&& (!modifiedgame || savemoddata) && cursaveslot > 0)
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&& (!modifiedgame || savemoddata) && cursaveslot > 0)
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G_SaveGame((UINT32)cursaveslot, gamemap);
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G_SaveGame((UINT32)cursaveslot, gamemap);
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// If you're looking for saving sp file progression (distinct from G_SaveGameOver), check G_DoCompleted.
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// If you're looking for saving sp file progression (distinct from G_SaveGameOver), check G_DoCompleted.
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