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.)
This commit is contained in:
Torbjörn Andersson 2015-10-02 07:41:20 +02:00
parent 85ce901c4a
commit 711d77c04a

View file

@ -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;