- pass filename to I_WriteIniFailed as parameter.
This accessed game data from the backend.
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4 changed files with 6 additions and 8 deletions
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@ -292,7 +292,7 @@ bool M_SaveDefaults (const char *filename)
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void M_SaveDefaultsFinal ()
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{
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if (GameConfig == nullptr) return;
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while (!M_SaveDefaults (nullptr) && I_WriteIniFailed ())
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while (!M_SaveDefaults (nullptr) && I_WriteIniFailed (GameConfig->GetPathName()))
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{
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/* Loop until the config saves or I_WriteIniFailed() returns false */
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}
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