always save the map WAD in a savegame's metadata, even if it is from the IWAD

Otherwise the savegame loader will not be able to validate an IWAD savegame while the actual level comes from a different file.
This commit is contained in:
Professor Hastig 2023-10-26 10:42:26 +02:00 committed by Rachael Alexanderson
parent 1e8b3ea65d
commit a8c1f7a637

View file

@ -1890,12 +1890,12 @@ static bool CheckSingleWad (const char *name, bool &printRequires, bool printwar
bool G_CheckSaveGameWads (FSerializer &arc, bool printwarn)
{
bool printRequires = false;
const char* text;
text = arc.GetString("Game WAD");
const char *text = arc.GetString("Game WAD");
CheckSingleWad (text, printRequires, printwarn);
text = arc.GetString("Map WAD");
if (text != nullptr) CheckSingleWad (text, printRequires, printwarn);
const char *text2 = arc.GetString("Map WAD");
// do not validate the same file twice.
if (text != nullptr && text2 != nullptr && stricmp(text, text2) != 0) CheckSingleWad (text2, printRequires, printwarn);
if (printRequires)
{
@ -2268,11 +2268,8 @@ static void PutSaveWads (FSerializer &arc)
arc.AddString("Game WAD", name);
// Name of wad the map resides in
if (fileSystem.GetFileContainer (primaryLevel->lumpnum) > fileSystem.GetIwadNum())
{
name = fileSystem.GetResourceFileName (fileSystem.GetFileContainer (primaryLevel->lumpnum));
arc.AddString("Map WAD", name);
}
name = fileSystem.GetResourceFileName (fileSystem.GetFileContainer (primaryLevel->lumpnum));
arc.AddString("Map WAD", name);
}
static void PutSaveComment (FSerializer &arc)