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Load last save game on respawn (@MuadDib)
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1 changed files with 6 additions and 3 deletions
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@ -26,7 +26,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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#define JPEG_IMAGE_QUALITY 95
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//#define USE_LAST_SAVE_FROM_THIS_MAP // enable this if you want to use the last explicity-loaded savegame from this map
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#define USE_LAST_SAVE_FROM_THIS_MAP // enable this if you want to use the last explicity-loaded savegame from this map
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// when respawning after dying, else it'll just load "auto" regardless
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// (EF1 behaviour). I should maybe time/date check them though?
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@ -148,7 +148,7 @@ void SV_WipeGame_f(void)
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return;
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}
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SG_WipeSavegame(Cmd_Argv(1));
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// Com_Printf("%s has been wiped\n", Cmd_Argv(1)); // wurde gelöscht in german, but we've only got one string
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// Com_Printf("%s has been wiped\n", Cmd_Argv(1)); // wurde gel<EFBFBD>scht in german, but we've only got one string
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// Com_Printf("Ok\n"); // no localization of this
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}
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@ -247,7 +247,7 @@ void SV_LoadGame_f(void)
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//
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char *psMapNameOfLastSaveFileLoaded = SG_GetSaveGameMapName(sLastSaveFileLoaded);
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if (!Q_stricmp(psMapName,psMapNameOfLastSaveFileLoaded)))
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if (!Q_stricmp(psMapName,psMapNameOfLastSaveFileLoaded))
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{
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psFilename = sLastSaveFileLoaded;
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}
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@ -1215,6 +1215,9 @@ qboolean SG_WriteSavegame(const char *psPathlessBaseName, qboolean qbAutosave)
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psPathlessBaseName);
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sv_testsave->integer = iPrevTestSave;
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// Store current save as "last loaded" so that it is loaded after respawn instead of
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// actually last loaded save (or checkpoint if load was not done since start of level)
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::Q_strncpyz(::sLastSaveFileLoaded, psPathlessBaseName, sizeof(sLastSaveFileLoaded));
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return qtrue;
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}
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