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This repository was archived by the owner on Jan 5, 2024. It is now read-only.
if (Writer assembliesFileWriter(assembliesFilePath, true); !assembliesFileWriter.WriterOK()) {
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RTEError::ShowMessageBox("Failed to create Writer to path:\n\n" + assembliesFilePath + "!\n\nThe edited Scene preset was saved but will not be loaded on next game start!\nPlease include the Scene preset manually!");
if (Writer indexWriter(indexFilePath, true); !indexWriter.WriterOK()) {
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RTEError::ShowMessageBox("Failed to create Writer to path:\n\n" + indexFilePath + "!\n\nThe edited Scene preset was saved but will not be loaded on next game start!\nPlease include the Scene preset manually!");
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} else {
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// Add extra tab since the DataModule has everything indented.
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indexWriter.NewProperty("\tIncludeFile");
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indexWriter << assembliesFilePath;
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indexWriter.EndWrite();
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}
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}
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}
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}
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return m_HasEverBeenSaved = true;
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}
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else
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{
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// Gotto ask if we can overwrite the existing scene
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m_PreviousMode = EditorActivity::SAVEDIALOG;
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m_EditorMode = EditorActivity::OVERWRITEDIALOG;
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m_ModeChange = true;
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returntrue;
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}
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} else {
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// Got to ask if we can overwrite the existing preset.
/// Saves the current BunkerAssembly to an appropriate ini file, and asks user if they want to overwrite first if a BunkerAssembly of this name exists.
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/// </summary>
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/// <param name="saveAsName">The name of the new BunkerAssembly to be saved.</param>
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/// <param name="forceOverwrite">Whether to force any existing BunkerAssembly of that name to be overwritten if it already exists.</param>
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/// <returns>Whether actually managed to save. Will return false both if a BunkerAssembly of this name already exists, or if other error.</returns>
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