[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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