overlaytopleft/games-fps/gzdoom/files/0017-Fix-two-different-portable-names.patch

27 lines
1.2 KiB
Diff

From d279b71b79de02f684525fa660b85778f2d72e63 Mon Sep 17 00:00:00 2001
From: Sally Coolatta <tehrealsalt@gmail.com>
Date: Mon, 16 Jan 2023 22:32:59 -0500
Subject: [PATCH 17/51] Fix two different portable names
M_GetConfigPath uses GAMENAMELOWERCASE_portable.ini, but IsPortable() checks for GAMENAME_portable.ini. Doesn't have much of an impact on base GZDoom since it's case-insensitive, but can matter for engine forks -- IMO it should just be consistent either way.
---
src/common/platform/win32/i_specialpaths.cpp | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/common/platform/win32/i_specialpaths.cpp b/src/common/platform/win32/i_specialpaths.cpp
index 0b29a28c5..3bfee00ea 100644
--- a/src/common/platform/win32/i_specialpaths.cpp
+++ b/src/common/platform/win32/i_specialpaths.cpp
@@ -90,7 +90,7 @@ bool IsPortable()
}
// A portable INI means that this storage location should also be portable if the file can be written to.
- FStringf path("%s" GAMENAME "_portable.ini", progdir.GetChars());
+ FStringf path("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars());
if (FileExists(path))
{
file = CreateFile(path.WideString().c_str(), GENERIC_READ | GENERIC_WRITE, 0, NULL,
--
2.39.3