From d42e3b0037f481f9d3b72a5739ae04af344a7c92 Mon Sep 17 00:00:00 2001 From: Rachael Alexanderson Date: Sun, 29 Dec 2024 16:28:34 -0500 Subject: [PATCH] - store current time in the save game node when saving a new game - when overwriting a save force it to reposition itself in the list in case any of its details have changed --- src/common/menu/savegamemanager.cpp | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/src/common/menu/savegamemanager.cpp b/src/common/menu/savegamemanager.cpp index a20de0f49..929d631d1 100644 --- a/src/common/menu/savegamemanager.cpp +++ b/src/common/menu/savegamemanager.cpp @@ -183,12 +183,18 @@ void FSavegameManagerBase::NotifyNewSave(const FString &file, const FString &tit #endif { node->SaveTitle = title; + node->CreationTime = myasctime(); node->bOldVersion = false; node->bMissingWads = false; + + // refresh my game's position on the list (needed if time/name changed) + SaveGames.Delete(i); + int index = InsertSaveNode(node); + if (okForQuicksave) { if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node; - LastAccessed = LastSaved = i; + LastAccessed = LastSaved = index; } return; } @@ -196,6 +202,7 @@ void FSavegameManagerBase::NotifyNewSave(const FString &file, const FString &tit auto node = new FSaveGameNode; node->SaveTitle = title; + node->CreationTime = myasctime(); node->Filename = file; node->bOldVersion = false; node->bMissingWads = false;