forked from Mirrors/openclonk
Keep and compile Objects.c file in savegames #1077
Just don't call the InitializeObjects() function. But the file should be left there because it may contain static variables required in scripts.shapetextures
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603dd5fda9
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d736b613b3
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@ -1793,22 +1793,15 @@ bool C4Game::SaveData(C4Group &hGroup, bool fSaveSection, bool fSaveExact, bool
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// Decompile (without players for scenario sections)
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DecompileToBuf_Log<StdCompilerINIWrite>(mkParAdapt(*this, CompileSettings(fSaveSection, !fSaveSection && fSaveExact, fSaveExact, fSaveSync), numbers), &Buf, "Game");
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// Clear alternate saving method
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hGroup.Delete(C4CFN_ScenarioObjectsScript);
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// Empty? All default; just remove from group then
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if (!Buf.getLength())
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{
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hGroup.Delete(C4CFN_Game);
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return true;
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}
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// Empty? All default save a Game.txt anyway because it is used to signal the engine to not load Objects.c
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if (!Buf.getLength()) Buf.Copy(" ");
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// Save
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return hGroup.Add(C4CFN_Game,Buf,false,true);
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}
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else
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{
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// Clear alternate saving method
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// Clear any exact game data in case scenario is saved from savegame resume
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hGroup.Delete(C4CFN_Game);
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// Save objects to file using system scripts
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