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Use a different approach to check entity for modstorage #115
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Only needs to keep track of players. See comments in CF_ModStorageModule.c near the top.
Important note: The wipefile version has been bumped to 129 (1.17 Experimental). If you are on 1.17 Exp and have existing storage, just add an empty |
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Player may get booted before the game has had a chance to assign his identity, which will cause his inventory to be persisted immediately, so we need to add him for next load
…tion - ModStorage is now at version 5 (version 4 will be read and converted) - Moved from saving/reading all data as string to handling each data type separately (fixes memory leak in case of read errors) - Fixed unloaded mods array not being resized to correct size if read failed - Optimization: Do not save mods without data
This reverts commit 05733f1.
Just as a heads-up, this version of ModStorage is used by Expansion since the 14th by duplicating some of the bits to make it work until CF catches up |
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If a version of this has been working flawlessly in your other mods, and this change respects backwards compatibility of loading old approach data (which i think it does right?) then its good to be merged.
Yes it does. Current plan is to target DayZ 1.27 for ModStorage being turned active in CF. |
Only needs to keep track of players. See comments in CF_ModStorageModule.c near the top.