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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.
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a8c1f7a637
1 changed files with 6 additions and 9 deletions
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@ -1890,12 +1890,12 @@ static bool CheckSingleWad (const char *name, bool &printRequires, bool printwar
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bool G_CheckSaveGameWads (FSerializer &arc, bool printwarn)
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{
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bool printRequires = false;
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const char* text;
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text = arc.GetString("Game WAD");
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const char *text = arc.GetString("Game WAD");
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CheckSingleWad (text, printRequires, printwarn);
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text = arc.GetString("Map WAD");
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if (text != nullptr) CheckSingleWad (text, printRequires, printwarn);
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const char *text2 = arc.GetString("Map WAD");
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// do not validate the same file twice.
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if (text != nullptr && text2 != nullptr && stricmp(text, text2) != 0) CheckSingleWad (text2, printRequires, printwarn);
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if (printRequires)
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{
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@ -2268,11 +2268,8 @@ static void PutSaveWads (FSerializer &arc)
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arc.AddString("Game WAD", name);
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// Name of wad the map resides in
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if (fileSystem.GetFileContainer (primaryLevel->lumpnum) > fileSystem.GetIwadNum())
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{
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name = fileSystem.GetResourceFileName (fileSystem.GetFileContainer (primaryLevel->lumpnum));
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arc.AddString("Map WAD", name);
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}
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name = fileSystem.GetResourceFileName (fileSystem.GetFileContainer (primaryLevel->lumpnum));
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arc.AddString("Map WAD", name);
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}
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static void PutSaveComment (FSerializer &arc)
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