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authorYotam Barnoy2010-12-29 15:25:21 +0000
committerYotam Barnoy2010-12-29 15:25:21 +0000
commit8f36a5f887609ab5bf00309412312c563a5bafe9 (patch)
tree1598e371d6530d2d05d17c0126df6a1cf9774c09 /backends/plugins/win32/win32-provider.cpp
parent77a6dc70469eac1480263763be450cfe2547dd20 (diff)
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PLUGINS: single plugin model now saves plugin filename to config file
After searching for the right plugin once, the filename will be saved to the config file under the domain 'plugin_files'. The key is the gameid and the value is the plugin file. The backup mechanism is searching plugin by plugin. svn-id: r55061
Diffstat (limited to 'backends/plugins/win32/win32-provider.cpp')
-rw-r--r--backends/plugins/win32/win32-provider.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/backends/plugins/win32/win32-provider.cpp b/backends/plugins/win32/win32-provider.cpp
index 16532d4059..793b1bfc0c 100644
--- a/backends/plugins/win32/win32-provider.cpp
+++ b/backends/plugins/win32/win32-provider.cpp
@@ -51,7 +51,6 @@ private:
protected:
void *_dlHandle;
- Common::String _filename;
virtual VoidFunc findSymbol(const char *symbol) {
#ifndef _WIN32_WCE
@@ -67,7 +66,7 @@ protected:
public:
Win32Plugin(const Common::String &filename)
- : _dlHandle(0), _filename(filename) {}
+ : DynamicPlugin(filename), _dlHandle(0) {}
bool loadPlugin() {
assert(!_dlHandle);