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- 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.
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parent
a09e195954
commit
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2 changed files with 7 additions and 4 deletions
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@ -27,7 +27,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "duke3d.h"
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#include "duke3d.h"
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#include "demo.h"
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#include "demo.h"
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#include "sjson.h"
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//#include "sjson.h"
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#include "gamecvars.h"
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#include "gamecvars.h"
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#include "d_event.h"
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#include "d_event.h"
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#include "i_specialpaths.h"
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#include "i_specialpaths.h"
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@ -5637,7 +5637,7 @@ RECHECK:
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}
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}
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#if 0 // Once the save format has been transitioned to something more robust, this won't be needed anymore.
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int portableBackupSave(const char * path, const char * name, int volume, int level)
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int portableBackupSave(const char * path, const char * name, int volume, int level)
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{
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{
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if (!FURY)
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if (!FURY)
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@ -5747,4 +5747,5 @@ int portableBackupSave(const char * path, const char * name, int volume, int lev
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return 0;
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return 0;
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}
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}
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#endif
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END_DUKE_NS
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END_DUKE_NS
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@ -26,7 +26,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "premap.h"
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#include "premap.h"
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#include "prlights.h"
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#include "prlights.h"
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#include "savegame.h"
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#include "savegame.h"
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#include "sjson.h"
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//#include "sjson.h"
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#include "i_specialpaths.h"
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#include "i_specialpaths.h"
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#include "gamecontrol.h"
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#include "gamecontrol.h"
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#include "version.h"
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#include "version.h"
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@ -161,6 +161,7 @@ int32_t G_LoadPlayer(FSaveGameNode *sv)
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{
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{
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char workbuffer[BMAX_PATH];
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char workbuffer[BMAX_PATH];
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#if 0
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if (sv->bIsExt)
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if (sv->bIsExt)
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{
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{
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int volume = -1;
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int volume = -1;
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@ -395,6 +396,7 @@ int32_t G_LoadPlayer(FSaveGameNode *sv)
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FinishSavegameRead();
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FinishSavegameRead();
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return 0;
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return 0;
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}
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}
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#endif
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auto fil = OpenSavegame();
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auto fil = OpenSavegame();
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@ -530,7 +532,7 @@ bool G_SavePlayer(FSaveGameNode *sv)
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VM_OnEvent(EVENT_SAVEGAME, g_player[myconnectindex].ps->i, myconnectindex);
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VM_OnEvent(EVENT_SAVEGAME, g_player[myconnectindex].ps->i, myconnectindex);
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portableBackupSave(sv->Filename, sv->SaveTitle, ud.last_stateless_volume, ud.last_stateless_level);
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//portableBackupSave(sv->Filename, sv->SaveTitle, ud.last_stateless_volume, ud.last_stateless_level);
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// SAVE!
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// SAVE!
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sv_saveandmakesnapshot(fw, 0);
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sv_saveandmakesnapshot(fw, 0);
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