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(svn r27639) -Codechange: Also always set the abstract FileToSaveLoad::filetype when setting a mode.
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@ -20,6 +20,8 @@ enum AbstractFileType {
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FT_SAVEGAME, ///< old or new savegame
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FT_SCENARIO, ///< old or new scenario
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FT_HEIGHTMAP, ///< heightmap file
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FT_INVALID = 7, ///< Invalid or unknown file type.
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};
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/** Elements of a file system that are recognized. */
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@ -2893,7 +2893,7 @@ void GenerateDefaultSaveName(char *buf, const char *last)
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}
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/**
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* Set the mode of the file to save or load based on the type of file entry at the file system.
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* Set the mode and file type of the file to save or load based on the type of file entry at the file system.
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* @param ft Type of file entry of the file system.
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*/
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void FileToSaveLoad::SetMode(FiosType ft)
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@ -2923,6 +2923,31 @@ void FileToSaveLoad::SetMode(FiosType ft)
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this->mode = SL_INVALID;
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break;
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}
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switch (ft) {
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case FIOS_TYPE_OLDFILE:
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case FIOS_TYPE_FILE:
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this->filetype = FT_SAVEGAME;
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break;
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case FIOS_TYPE_OLD_SCENARIO:
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case FIOS_TYPE_SCENARIO:
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this->filetype = FT_SCENARIO;
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break;
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#ifdef WITH_PNG
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case FIOS_TYPE_PNG:
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/* FALL THROUGH */
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#endif /* WITH_PNG */
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case FIOS_TYPE_BMP:
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this->filetype = FT_HEIGHTMAP;
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break;
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default:
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this->filetype = FT_INVALID;
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break;
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}
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}
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#if 0
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