- disabled the 'portable' savegame feature for Ion Fury.

This won't survive the coming savegame refactoring because its only reason for existence is to work around the savegame format's volatility.
This commit is contained in:
Christoph Oelckers 2020-02-23 09:55:49 +01:00
parent a09e195954
commit 1b6b43291b
2 changed files with 7 additions and 4 deletions

View file

@ -27,7 +27,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "duke3d.h" #include "duke3d.h"
#include "demo.h" #include "demo.h"
#include "sjson.h" //#include "sjson.h"
#include "gamecvars.h" #include "gamecvars.h"
#include "d_event.h" #include "d_event.h"
#include "i_specialpaths.h" #include "i_specialpaths.h"
@ -5637,7 +5637,7 @@ RECHECK:
} }
#if 0 // Once the save format has been transitioned to something more robust, this won't be needed anymore.
int portableBackupSave(const char * path, const char * name, int volume, int level) int portableBackupSave(const char * path, const char * name, int volume, int level)
{ {
if (!FURY) if (!FURY)
@ -5747,4 +5747,5 @@ int portableBackupSave(const char * path, const char * name, int volume, int lev
return 0; return 0;
} }
#endif
END_DUKE_NS END_DUKE_NS

View file

@ -26,7 +26,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "premap.h" #include "premap.h"
#include "prlights.h" #include "prlights.h"
#include "savegame.h" #include "savegame.h"
#include "sjson.h" //#include "sjson.h"
#include "i_specialpaths.h" #include "i_specialpaths.h"
#include "gamecontrol.h" #include "gamecontrol.h"
#include "version.h" #include "version.h"
@ -161,6 +161,7 @@ int32_t G_LoadPlayer(FSaveGameNode *sv)
{ {
char workbuffer[BMAX_PATH]; char workbuffer[BMAX_PATH];
#if 0
if (sv->bIsExt) if (sv->bIsExt)
{ {
int volume = -1; int volume = -1;
@ -395,6 +396,7 @@ int32_t G_LoadPlayer(FSaveGameNode *sv)
FinishSavegameRead(); FinishSavegameRead();
return 0; return 0;
} }
#endif
auto fil = OpenSavegame(); auto fil = OpenSavegame();
@ -530,7 +532,7 @@ bool G_SavePlayer(FSaveGameNode *sv)
VM_OnEvent(EVENT_SAVEGAME, g_player[myconnectindex].ps->i, myconnectindex); VM_OnEvent(EVENT_SAVEGAME, g_player[myconnectindex].ps->i, myconnectindex);
portableBackupSave(sv->Filename, sv->SaveTitle, ud.last_stateless_volume, ud.last_stateless_level); //portableBackupSave(sv->Filename, sv->SaveTitle, ud.last_stateless_volume, ud.last_stateless_level);
// SAVE! // SAVE!
sv_saveandmakesnapshot(fw, 0); sv_saveandmakesnapshot(fw, 0);