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Make owl saves not get deleted on load if autosaving is enabled, updated autosave description
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@ -179,9 +179,10 @@
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<b>This setting does not affect keyboard input.</b>
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<b>This setting does not affect keyboard input.</b>
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</p>
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</p>
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<p data-if="cur_config_index == 5">
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<p data-if="cur_config_index == 5">
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Enables or disables the autosave feature.
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Turns on autosaving and prevents owl saves from being deleted on load. If an owl save exists when an autosave is made, the owl save will get replaced.
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<br/>
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<br/>
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<b>If any owl save exists when an autosave is made, the owl save will get replaced.</b>
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<br/>
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<b>If autosaving is disabled, existing autosaves will be deleted when loaded.</b>
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</p>
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</p>
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</div>
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</div>
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</div>
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</div>
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@ -88,8 +88,8 @@ void func_80147314(SramContext* sramCtx, s32 fileNum) {
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s32 save_type = gSaveContext.save.isOwlSave;
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s32 save_type = gSaveContext.save.isOwlSave;
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gSaveContext.save.isOwlSave = false;
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gSaveContext.save.isOwlSave = false;
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// @recomp Check if this owl save was actually an autosave and don't clear it if so.
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// @recomp Prevent owl save/autosave deletion if autosaving is enabled.
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if (save_type != SAVE_TYPE_AUTOSAVE) {
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if (!recomp_autosave_enabled()) {
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gSaveContext.save.saveInfo.playerData.newf[0] = '\0';
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gSaveContext.save.saveInfo.playerData.newf[0] = '\0';
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gSaveContext.save.saveInfo.playerData.newf[1] = '\0';
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gSaveContext.save.saveInfo.playerData.newf[1] = '\0';
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gSaveContext.save.saveInfo.playerData.newf[2] = '\0';
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gSaveContext.save.saveInfo.playerData.newf[2] = '\0';
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