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Add CHANGELEVEL_NOAUTOSAVE flag to ChangeLevel to allow scripted level-switching to bypass autosaving
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3 changed files with 7 additions and 1 deletions
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@ -1437,6 +1437,10 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au
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{
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flags2 |= LEVEL2_PRERAISEWEAPON;
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}
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if (changeflags & CHANGELEVEL_NOAUTOSAVE)
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{
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flags9 |= LEVEL9_NOAUTOSAVEONENTER;
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}
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maptime = 0;
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@ -27,6 +27,7 @@ enum
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CHANGELEVEL_NOINTERMISSION = 16,
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CHANGELEVEL_RESETHEALTH = 32,
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CHANGELEVEL_PRERAISEWEAPON = 64,
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CHANGELEVEL_NOAUTOSAVE = 128,
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};
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void G_DoLoadLevel (const FString &MapName, int position, bool autosave, bool newGame);
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@ -1270,6 +1270,7 @@ enum EChangeLevelFlags
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CHANGELEVEL_NOINTERMISSION = 16,
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CHANGELEVEL_RESETHEALTH = 32,
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CHANGELEVEL_PRERAISEWEAPON = 64,
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CHANGELEVEL_NOAUTOSAVE = 128,
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};
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enum ELevelFlags
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@ -1389,7 +1390,7 @@ enum ELevelFlags
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LEVEL9_NOUSERSAVE = 0x00000001,
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LEVEL9_NOAUTOMAP = 0x00000002,
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LEVEL9_NOAUTOSAVEONENTER = 0x00000004, // don't make an autosave when entering a map
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LEVEL9_NOAUTOSAVEONENTER = 0x00000004, // don't make an autosave when entering a map
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};
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// [RH] Compatibility flags.
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