- made some of the load/save menu's data a bit more scripting friendly, this mostly means removal of static string buffers.
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parent
0ffd475d8c
commit
128dfdeee6
5 changed files with 145 additions and 25 deletions
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@ -548,7 +548,7 @@ DQuickSaveMenu::DQuickSaveMenu(bool playsound)
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{
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FString tempstring;
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tempstring.Format(GStrings("QSPROMPT"), savegameManager.quickSaveSlot->Title);
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tempstring.Format(GStrings("QSPROMPT"), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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Init(NULL, tempstring, 0, playsound);
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}
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@ -562,7 +562,7 @@ void DQuickSaveMenu::HandleResult(bool res)
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{
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if (res)
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{
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G_SaveGame (savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->Title);
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G_SaveGame (savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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S_Sound (CHAN_VOICE | CHAN_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
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M_ClearMenus();
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}
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@ -601,7 +601,7 @@ CCMD (quicksave)
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// [mxd]. Just save the game, no questions asked.
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if (!saveloadconfirmation)
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{
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G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->Title);
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G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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return;
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}
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@ -644,7 +644,7 @@ DQuickLoadMenu::DQuickLoadMenu(bool playsound)
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{
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FString tempstring;
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tempstring.Format(GStrings("QLPROMPT"), savegameManager.quickSaveSlot->Title);
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tempstring.Format(GStrings("QLPROMPT"), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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Init(NULL, tempstring, 0, playsound);
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}
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