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.)
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1 changed files with 4 additions and 4 deletions
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@ -777,7 +777,7 @@ void ScalpelUserInterface::doEnvControl() {
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} else if ((found == 1 && events._released) || _key == 'L') {
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saves._envMode = SAVEMODE_LOAD;
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if (_selector != -1) {
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saves.loadGame(_selector + 1);
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saves.loadGame(_selector);
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}
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} else if ((found == 2 && events._released) || _key == 'S') {
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saves._envMode = SAVEMODE_SAVE;
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@ -786,7 +786,7 @@ void ScalpelUserInterface::doEnvControl() {
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_oldSelector = _selector;
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if (saves.promptForDescription(_selector)) {
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saves.saveGame(_selector + 1, saves._savegames[_selector]);
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saves.saveGame(_selector, saves._savegames[_selector]);
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banishWindow(1);
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_windowBounds.top = CONTROLS_Y1;
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@ -950,14 +950,14 @@ void ScalpelUserInterface::doEnvControl() {
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if (_selector != -1) {
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// Are we already in Load mode?
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if (saves._envMode == SAVEMODE_LOAD) {
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saves.loadGame(_selector + 1);
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saves.loadGame(_selector);
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} else if (saves._envMode == SAVEMODE_SAVE || saves.isSlotEmpty(_selector)) {
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// We're already in save mode, or pointing to an empty save slot
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if (saves.checkGameOnScreen(_selector))
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_oldSelector = _selector;
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if (saves.promptForDescription(_selector)) {
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saves.saveGame(_selector + 1, saves._savegames[_selector]);
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saves.saveGame(_selector, saves._savegames[_selector]);
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banishWindow();
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_windowBounds.top = CONTROLS_Y1;
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_key = _oldKey = -1;
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