Update all the hardcoded filenames inside the level.pak file to be lowercase now the editor no longer forces them to be lower case. (#4802)
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
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@@ -86,7 +86,7 @@ bool CLevelInfo::ReadInfo()
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
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// Set up a default game type for legacy code.
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m_defaultGameTypeName = "Mission0";
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m_defaultGameTypeName = "mission0";
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if (usePrefabSystemForLevels)
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{
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@@ -96,17 +96,17 @@ bool CLevelInfo::ReadInfo()
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AZStd::string levelPath(m_levelPath);
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AZStd::string xmlFile(levelPath);
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xmlFile += "/LevelInfo.xml";
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xmlFile += "/levelinfo.xml";
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XmlNodeRef rootNode = GetISystem()->LoadXmlFromFile(xmlFile.c_str());
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if (rootNode)
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{
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AZStd::string dataFile(levelPath);
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dataFile += "/LevelDataAction.xml";
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dataFile += "/leveldataaction.xml";
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XmlNodeRef dataNode = GetISystem()->LoadXmlFromFile(dataFile.c_str());
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if (!dataNode)
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{
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dataFile = levelPath + "/LevelData.xml";
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dataFile = levelPath + "/leveldata.xml";
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dataNode = GetISystem()->LoadXmlFromFile(dataFile.c_str());
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}
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@@ -614,7 +614,7 @@ ILevel* CLevelSystem::LoadLevelInternal(const char* _levelName)
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}
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{
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AZStd::string missionXml("Mission_");
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AZStd::string missionXml("mission_");
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missionXml += pLevelInfo->m_defaultGameTypeName;
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missionXml += ".xml";
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AZStd::string xmlFile(pLevelInfo->GetPath());
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