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Pull loading userdata modules into private method and merge with DataModule::CreateOnDiskAsUserdata
Don't need this exposed to all the things, ModuleMan mans the modules
Abort if the userdata modules failed to load so this doesn't screw us at some point later
if (userdataModuleName == c_UserScenesModuleName) {
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newUserdataModule.m_IgnoreMissingItems = true;
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newUserdataModule.m_ScanFolderContents = true;
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}
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newUserdataModule.Save(writer);
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writer.EndWrite();
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}
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}
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if (!LoadDataModule(userdataModuleName, DataModule::DataModuleType::Userdata, LoadingScreen::LoadingSplashProgressReport)) {
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RTEAbort("Failed to load userdata DataModule \"" + userdataModuleName + "\"!\n\nThis generally shouldn't happen, but it looks like it did.\nPlease delete this module in the Userdata directory to rebuild it.");
Copy file name to clipboardExpand all lines: System/DataModule.h
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@@ -65,16 +65,6 @@ namespace RTE {
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/// <param name="progressCallback">A function pointer to a function that will be called and sent a string with information about the progress of this DataModule's creation.</param>
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/// <returns>An error return value signaling success or any particular failure. Anything below 0 is an error signal.</returns>
/// Creates a new DataModule directory with "Index.ini" on disk to be used for userdata. Does NOT instantiate the newly created DataModule.
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/// </summary>
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/// <param name="moduleName">File/folder name of the data module, e.g. "MyMod.rte".</param>
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/// <param name="friendlyName">Friendly name of the data module, e.g. "My Weapons Mod".</param>
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/// <param name="scanFolderContents">Whether module loader should scan for any .ini's inside module folder instead of loading files defined in IncludeFile only.</param>
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/// <param name="ignoreMissingItems">Whether module loader should ignore missing items in this module.</param>
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/// <returns>Whether the DataModule was successfully created on disk.</returns>
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