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author | Torbjörn Andersson | 2015-10-02 07:41:20 +0200 |
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committer | Torbjörn Andersson | 2015-10-02 07:41:20 +0200 |
commit | 711d77c04ab4d79397bcd7495a54eb284f5b266b (patch) | |
tree | 864f0ea21c6a0aeaf290cad4c36de282de0fa881 | |
parent | 85ce901c4a1fba406073b0928fc99994b95d63bb (diff) | |
download | scummvm-rg350-711d77c04ab4d79397bcd7495a54eb284f5b266b.tar.gz scummvm-rg350-711d77c04ab4d79397bcd7495a54eb284f5b266b.tar.bz2 scummvm-rg350-711d77c04ab4d79397bcd7495a54eb284f5b266b.zip |
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.)
-rw-r--r-- | engines/sherlock/scalpel/scalpel_user_interface.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/sherlock/scalpel/scalpel_user_interface.cpp b/engines/sherlock/scalpel/scalpel_user_interface.cpp index be8f1aaa0c..44189075b1 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; |