Ticket #4582: nullmd5fix.patch
File nullmd5fix.patch, 1000 bytes (added by , 15 years ago) |
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engines/agi/saveload.cpp
99 99 debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing game id (%s, %s)", gameIDstring, _game.id); 100 100 101 101 const char *tmp = getGameMD5(); 102 for (i = 0; i < 32; i++) 103 out->writeByte(tmp[i]); 102 // MD5 can be null - if it is, just write zeros - we won't be doing a comparrison on load anyway 103 if (tmp) 104 for (i = 0; i < 32; i++) 105 out->writeByte(tmp[i]); 106 else 107 for (i = 0; i < 32; i++) 108 out->writeByte(0); 104 109 105 110 for (i = 0; i < MAX_FLAGS; i++) 106 111 out->writeByte(_game.flags[i]); … … 316 321 317 322 debug(0, "Saved game MD5: %s", md5); 318 323 319 if ( strcmp(md5, getGameMD5())) {324 if (getGameMD5() && strcmp(md5, getGameMD5())) { 320 325 warning("Game was saved with different gamedata - you may encounter problems"); 321 326 322 327 debug(0, "You have %s and save is %s.", getGameMD5(), md5);