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authorMax Horn2006-03-09 13:22:30 +0000
committerMax Horn2006-03-09 13:22:30 +0000
commitaad520026ccddf8428ab23b2f3dfabbeebd9328c (patch)
tree796a946677d8181b687baf92dab372a61b652754 /engines/saga/saveload.cpp
parent783264fe28dd25a4f06a17683d18519bb55842a7 (diff)
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Modified SAGA engine to use DetectedGame::updateDesc (note: there is a new TODO in the saveload code now)
svn-id: r21171
Diffstat (limited to 'engines/saga/saveload.cpp')
-rw-r--r--engines/saga/saveload.cpp9
1 files changed, 8 insertions, 1 deletions
diff --git a/engines/saga/saveload.cpp b/engines/saga/saveload.cpp
index d9eb7cc4d4..2678de94bf 100644
--- a/engines/saga/saveload.cpp
+++ b/engines/saga/saveload.cpp
@@ -185,7 +185,14 @@ void SagaEngine::save(const char *fileName, const char *saveName) {
// Original game title
memset(title, 0, TITLESIZE);
- strncpy(title, getGameDescription()->title, TITLESIZE);
+ // TODO: This used to include the full title. I (Fingolfin) don't understand
+ // the purpose of saving this information here, which is why I am not
+ // changing it at the moment (it seems to *only* be used in a debug() call
+ // when loading). If desired, the full description string could be saved here
+ // again (as it used to be), ideally by computing it once and storing it in
+ // a member variable.
+ // If desired, I can implement it, it just didn't seem worth the effort.
+ strncpy(title, getGameDescription()->extra, TITLESIZE);
out->write(title, TITLESIZE);
// Surrounding scene