Show message when a Profile load fails so that the player doesn't accidentally save over their possibly-good data.
Save a copy of Stats.xml to the memory card after a successful load. I have seen one instance where the digital signature on save is bogus, and there's no way for the player to recover their data. Update Stats.xsl text help text.
This commit is contained in:
@@ -52,6 +52,7 @@ ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our p
|
||||
#define CREDITS_FREE_PLAY THEME->GetMetric ("ScreenSystemLayer","CreditsFreePlay")
|
||||
#define CREDITS_CREDITS THEME->GetMetric ("ScreenSystemLayer","CreditsCredits")
|
||||
#define CREDITS_NOT_PRESENT THEME->GetMetric ("ScreenSystemLayer","CreditsNotPresent")
|
||||
#define CREDITS_LOAD_FAILED THEME->GetMetric ("ScreenSystemLayer","CreditsLoadFailed")
|
||||
#define CREDITS_JOIN_ONLY THEME->GetMetricB("ScreenSystemLayer","CreditsJoinOnly")
|
||||
|
||||
const int NUM_SKIPS_TO_SHOW = 5;
|
||||
@@ -209,7 +210,12 @@ void ScreenSystemLayer::RefreshCreditsMessages()
|
||||
sCredits = CREDITS_CARD_TOO_LATE;
|
||||
break;
|
||||
case MEMORY_CARD_STATE_READY:
|
||||
if( !MEMCARDMAN->GetName(p).empty() )
|
||||
if( PROFILEMAN->LastLoadWasTamperedOrCorrupt(p) )
|
||||
sCredits = CREDITS_LOAD_FAILED;
|
||||
// Prefer the name of the profile over the name of the card.
|
||||
else if( pProfile )
|
||||
sCredits = pProfile->GetDisplayName();
|
||||
else if( !MEMCARDMAN->GetName(p).empty() )
|
||||
sCredits = MEMCARDMAN->GetName(p);
|
||||
else
|
||||
sCredits = CREDITS_CARD_NO_NAME;
|
||||
|
||||
Reference in New Issue
Block a user