Don't delete saves from other architectures on death
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parent
417e7d3cc8
commit
e636ec1e53
10
src/save.c
10
src/save.c
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@ -40,7 +40,15 @@ DbQuery MIGRATE_COMMAND = {
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};
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static
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DbQuery CLEAR_SAVE = { "DELETE FROM saves", NULL, NULL };
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DbQuery CLEAR_SAVE = {
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"DELETE FROM saves "
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#ifdef _WIN32
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"WHERE arch = 1",
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#else // _WIN32
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"WHERE arch = 2",
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#endif // _WIN32
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NULL,
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NULL };
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static void
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create_table(void)
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@ -888,10 +888,11 @@ skill_blink(Skill *skill, SkillData *data)
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// Find collider
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destination.x += (int) data->direction.x;
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destination.y += (int) data->direction.y;
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RoomSpace *space = &matrix->spaces[destination.x][destination.y];
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Position lastAvailableDest = playerStartPos;
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while (position_in_roommatrix(&destination))
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{
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RoomSpace *space = &matrix->spaces[destination.x][destination.y];
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if (space->occupied) {
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break;
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}
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@ -900,10 +901,9 @@ skill_blink(Skill *skill, SkillData *data)
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lastAvailableDest = destination;
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}
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perform_pickups_for_space(space, player);
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destination.x += (int) data->direction.x;
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destination.y += (int) data->direction.y;
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space = &matrix->spaces[destination.x][destination.y];
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perform_pickups_for_space(space, player);
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}
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destination = lastAvailableDest;
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