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Modify cutsceneIndex in scene transition autosave to include use-cases outside of normal vanilla play. (#2588)
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@ -874,7 +874,7 @@ void Play_Update(PlayState* play) {
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// Also don't save when you first load a file to prevent consumables like magic from being lost
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// Also don't save when you first load a file to prevent consumables like magic from being lost
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// Also don't save if there's a pending shop sale to prevent getting the item for a discount!
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// Also don't save if there's a pending shop sale to prevent getting the item for a discount!
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if ((CVarGetInteger("gAutosave", 0) >= 1) && (CVarGetInteger("gAutosave", 0) <= 3) &&
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if ((CVarGetInteger("gAutosave", 0) >= 1) && (CVarGetInteger("gAutosave", 0) <= 3) &&
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(gSaveContext.cutsceneIndex == 0) && (play->gameplayFrames > 60) && (gSaveContext.pendingSale == ITEM_NONE) &&
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(gSaveContext.cutsceneIndex < 0xFFF0) && (play->gameplayFrames > 60) && (gSaveContext.pendingSale == ITEM_NONE) &&
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(play->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (play->sceneNum != SCENE_KAKUSIANA) && (play->sceneNum != SCENE_KENJYANOMA)) {
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(play->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (play->sceneNum != SCENE_KAKUSIANA) && (play->sceneNum != SCENE_KENJYANOMA)) {
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Play_PerformSave(play);
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Play_PerformSave(play);
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}
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}
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