- fixed hard coded paths to use derived data fodler

This commit is contained in:
SoftCoder 2014-02-07 16:37:55 -08:00
parent 3c6bac9435
commit a737bcde3c
1 changed files with 9 additions and 5 deletions

View File

@ -703,13 +703,17 @@ MenuStateCustomGame::MenuStateCustomGame(Program *program, MainMenu *mainMenu,
publishToMasterserverThread->start();
publishToClientsThread->start();
if(openNetworkSlots==true){
if(fileExists(DEFAULT_NETWORKGAME_FILENAME) == true)
loadGameSettings(DEFAULT_NETWORKGAME_FILENAME);
if(openNetworkSlots == true) {
string data_path = getGameReadWritePath(GameConstants::path_data_CacheLookupKey);
if(fileExists(data_path + DEFAULT_NETWORKGAME_FILENAME) == true)
loadGameSettings(data_path + DEFAULT_NETWORKGAME_FILENAME);
}
else {
if(fileExists(DEFAULT_GAME_FILENAME) == true)
loadGameSettings(DEFAULT_GAME_FILENAME);
string data_path = getGameReadWritePath(GameConstants::path_data_CacheLookupKey);
if(fileExists(data_path + DEFAULT_GAME_FILENAME) == true)
loadGameSettings(data_path + DEFAULT_GAME_FILENAME);
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__);