Fix crash when creating rando files and autosave is enabled (#1550)
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2b78bea475
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3d0d97d6b5
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@ -2000,20 +2000,22 @@ s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos) {
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}
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}
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void Gameplay_PerformSave(GlobalContext* globalCtx) {
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void Gameplay_PerformSave(GlobalContext* globalCtx) {
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Gameplay_SaveSceneFlags(globalCtx);
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if (globalCtx != NULL) {
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gSaveContext.savedSceneNum = globalCtx->sceneNum;
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Gameplay_SaveSceneFlags(globalCtx);
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if (gSaveContext.temporaryWeapon) {
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gSaveContext.savedSceneNum = globalCtx->sceneNum;
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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if (gSaveContext.temporaryWeapon) {
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GET_PLAYER(globalCtx)->currentSwordItem = ITEM_NONE;
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
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GET_PLAYER(globalCtx)->currentSwordItem = ITEM_NONE;
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Save_SaveFile();
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI;
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Save_SaveFile();
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GET_PLAYER(globalCtx)->currentSwordItem = ITEM_SWORD_KOKIRI;
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI;
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI);
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GET_PLAYER(globalCtx)->currentSwordItem = ITEM_SWORD_KOKIRI;
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} else {
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI);
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Save_SaveFile();
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} else {
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}
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Save_SaveFile();
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if (CVar_GetS32("gAutosave", 0)) {
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}
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Overlay_DisplayText(3.0f, "Game Saved");
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if (CVar_GetS32("gAutosave", 0)) {
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Overlay_DisplayText(3.0f, "Game Saved");
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}
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}
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}
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}
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}
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