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If you save over an autonamed savegame and change the name, don't overwrite your edit with another autofill.
git-svn-id: https://svn.eduke32.com/eduke32@4858 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 6 additions and 2 deletions
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@ -2635,14 +2635,18 @@ static int32_t M_MenuEntryStringSubmit(MenuEntry_t *entry, char *input)
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case MENU_SAVE:
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// dirty hack... char 127 in last position indicates an auto-filled name
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if (input[0] == 0 || (ud.savegame[M_SAVE.currentEntry][MAXSAVEGAMENAME-2] == 127 &&
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save_xxh == XXH32((uint8_t *)&ud.savegame[M_SAVE.currentEntry][0], 19, 0xDEADBEEF)))
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Bstrncmp(&ud.savegame[M_SAVE.currentEntry][0], input, MAXSAVEGAMENAME-3) == 0 &&
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save_xxh == XXH32((uint8_t *)&ud.savegame[M_SAVE.currentEntry][0], MAXSAVEGAMENAME-3, 0xDEADBEEF)))
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{
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Bstrncpy(&ud.savegame[M_SAVE.currentEntry][0], MapInfo[ud.volume_number * MAXLEVELS + ud.level_number].name, 19);
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Bstrncpy(&ud.savegame[M_SAVE.currentEntry][0], MapInfo[ud.volume_number * MAXLEVELS + ud.level_number].name, MAXSAVEGAMENAME-3);
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ud.savegame[M_SAVE.currentEntry][MAXSAVEGAMENAME-2] = 127;
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returnvar = -1;
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}
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else
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{
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ud.savegame[M_SAVE.currentEntry][MAXSAVEGAMENAME-2] = 0;
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Bstrncpy(object->variable, input, object->maxlength);
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}
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G_SavePlayerMaybeMulti(M_SAVE.currentEntry);
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