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- fixed: array clamping may only be done when reading a savegame.
- fixed generation of savegame names for level snapshots.
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parent
e01965b747
commit
68dc75bf9e
2 changed files with 7 additions and 4 deletions
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@ -1571,7 +1571,7 @@ void G_WriteSnapshots(TArray<FString> &filenames, TArray<FCompressedBuffer> &buf
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{
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if (wadlevelinfos[i].Snapshot.mCompressedSize > 0)
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{
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filename << wadlevelinfos[i].MapName << ".map.json";
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filename.Format("%s.map.json", wadlevelinfos[i].MapName.GetChars());
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filename.ToLower();
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filenames.Push(filename);
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buffers.Push(wadlevelinfos[i].Snapshot);
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@ -1579,7 +1579,7 @@ void G_WriteSnapshots(TArray<FString> &filenames, TArray<FCompressedBuffer> &buf
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}
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if (TheDefaultLevelInfo.Snapshot.mCompressedSize > 0)
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{
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filename << TheDefaultLevelInfo.MapName << ".mapd.json";
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filename.Format("%s.mapd.json", TheDefaultLevelInfo.MapName.GetChars());
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filename.ToLower();
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filenames.Push(filename);
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buffers.Push(TheDefaultLevelInfo.Snapshot);
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@ -111,8 +111,11 @@ public:
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if (BeginArray(key))
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{
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int max = ArraySize();
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if (max < count) count = max;
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if (isReading())
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{
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int max = ArraySize();
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if (max < count) count = max;
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}
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for (int i = 0; i < count; i++)
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{
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Serialize(*this, nullptr, obj[i], (T*)nullptr);
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