[Scummvm-cvs-logs] scummvm master -> 711d77c04ab4d79397bcd7495a54eb284f5b266b
eriktorbjorn
eriktorbjorn at telia.com
Fri Oct 2 07:44:31 CEST 2015
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
711d77c04a SHERLOCK: Fix original save/load slot bug in Serrated Scalpel
Commit: 711d77c04ab4d79397bcd7495a54eb284f5b266b
https://github.com/scummvm/scummvm/commit/711d77c04ab4d79397bcd7495a54eb284f5b266b
Author: Torbjörn Andersson (eriktorbjorn at users.sourceforge.net)
Date: 2015-10-02T07:41:20+02:00
Commit Message:
SHERLOCK: Fix original save/load slot bug in Serrated Scalpel
When using ScummVM's save/load dialogs, savegames are numbered from
0 and up, so don't add 1 when saving/loading in the original
dialogs. (Populating the original savegame list already worked as
expected, which made it even more confusing.)
Changed paths:
engines/sherlock/scalpel/scalpel_user_interface.cpp
diff --git a/engines/sherlock/scalpel/scalpel_user_interface.cpp b/engines/sherlock/scalpel/scalpel_user_interface.cpp
index be8f1aa..4418907 100644
--- a/engines/sherlock/scalpel/scalpel_user_interface.cpp
+++ b/engines/sherlock/scalpel/scalpel_user_interface.cpp
@@ -777,7 +777,7 @@ void ScalpelUserInterface::doEnvControl() {
} else if ((found == 1 && events._released) || _key == 'L') {
saves._envMode = SAVEMODE_LOAD;
if (_selector != -1) {
- saves.loadGame(_selector + 1);
+ saves.loadGame(_selector);
}
} else if ((found == 2 && events._released) || _key == 'S') {
saves._envMode = SAVEMODE_SAVE;
@@ -786,7 +786,7 @@ void ScalpelUserInterface::doEnvControl() {
_oldSelector = _selector;
if (saves.promptForDescription(_selector)) {
- saves.saveGame(_selector + 1, saves._savegames[_selector]);
+ saves.saveGame(_selector, saves._savegames[_selector]);
banishWindow(1);
_windowBounds.top = CONTROLS_Y1;
@@ -950,14 +950,14 @@ void ScalpelUserInterface::doEnvControl() {
if (_selector != -1) {
// Are we already in Load mode?
if (saves._envMode == SAVEMODE_LOAD) {
- saves.loadGame(_selector + 1);
+ saves.loadGame(_selector);
} else if (saves._envMode == SAVEMODE_SAVE || saves.isSlotEmpty(_selector)) {
// We're already in save mode, or pointing to an empty save slot
if (saves.checkGameOnScreen(_selector))
_oldSelector = _selector;
if (saves.promptForDescription(_selector)) {
- saves.saveGame(_selector + 1, saves._savegames[_selector]);
+ saves.saveGame(_selector, saves._savegames[_selector]);
banishWindow();
_windowBounds.top = CONTROLS_Y1;
_key = _oldKey = -1;
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