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- added checks for the special hacky quicksave marker.
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a53861e27e
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2 changed files with 4 additions and 4 deletions
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@ -342,7 +342,7 @@ void FSavegameManager::NotifyNewSave(const FString &file, const FString &title,
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node->bMissingWads = false;
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if (okForQuicksave)
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{
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if (quickSaveSlot == nullptr || forceQuicksave) quickSaveSlot = node;
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if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node;
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LastAccessed = LastSaved = i;
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}
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return;
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@ -358,7 +358,7 @@ void FSavegameManager::NotifyNewSave(const FString &file, const FString &title,
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if (okForQuicksave)
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{
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if (quickSaveSlot == nullptr || forceQuicksave) quickSaveSlot = node;
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if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node;
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LastAccessed = LastSaved = index;
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}
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}
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@ -183,7 +183,7 @@ CCMD (quicksave)
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return;
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}
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if (savegameManager.quickSaveSlot == NULL)
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if (savegameManager.quickSaveSlot == NULL || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
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{
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S_Sound(CHAN_VOICE | CHAN_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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M_StartControlPanel(false);
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@ -228,7 +228,7 @@ CCMD (quickload)
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return;
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}
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if (savegameManager.quickSaveSlot == NULL)
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if (savegameManager.quickSaveSlot == NULL || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
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{
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M_StartControlPanel(true);
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// signal that whatever gets loaded should be the new quicksave
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