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authorMatthew Hoops2011-03-22 14:27:32 -0400
committerMatthew Hoops2011-03-22 14:27:32 -0400
commit2053936959f6d079c927866da8936cf5dcc7edde (patch)
tree968ecebac9b2caf75d0f39381f7490c40c8a8d0d
parentd91c33ca26e8757ac0408ab4232dc0d749cc25d3 (diff)
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MOHAWK: Ignore other 'time' variables when loading saves too
-rw-r--r--engines/mohawk/riven_saveload.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/engines/mohawk/riven_saveload.cpp b/engines/mohawk/riven_saveload.cpp
index d70c3c69b1..3aef584e3f 100644
--- a/engines/mohawk/riven_saveload.cpp
+++ b/engines/mohawk/riven_saveload.cpp
@@ -166,20 +166,20 @@ bool RivenSaveLoad::loadGame(Common::String filename) {
continue;
uint32 *var = _vm->getVar(name);
+ name.toLowercase();
// Handle any special variables here
- // WORKAROUND: bytramtime is reset here for one main reason:
+ // WORKAROUND: time variables are reset here for one main reason:
// The save does not store any start point for the time, so we don't know the real time.
// Because of this, in many cases, the original would just give a 'free' Ytram upon saving
// since the time would be used in a new (improper) time frame.
- // TODO: Check of the other 'time' variables require this too
if (name.equalsIgnoreCase("CurrentStackID")) // Remap to our definitions, store for later
stackID = mapOldStackIDToNew(rawVariables[i]);
else if (name.equalsIgnoreCase("CurrentCardID")) // Store for later
cardID = rawVariables[i];
else if (name.equalsIgnoreCase("ReturnStackID") && *var != 0) // if 0, the game did not use the variable yet
*var = mapOldStackIDToNew(rawVariables[i]);
- else if (name.equalsIgnoreCase("bytramtime")) // WORKAROUND: See above
+ else if (name.contains("time")) // WORKAROUND: See above
*var = 0;
else // Otherwise, just store it
*var = rawVariables[i];