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authorThierry Crozat2016-09-18 16:39:11 +0100
committerThierry Crozat2016-09-18 16:40:34 +0100
commita87a702eb2f2dd0e40d9784e013f04ab12d52173 (patch)
treef43aea203aee054fd8b70cc5bd8593e91d22b3fa /gui/saveload-dialog.cpp
parente51dcbb153f94eeba35a56e02928582e84840713 (diff)
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ALL: Homogeneize use of 'saved game' in messages
Diffstat (limited to 'gui/saveload-dialog.cpp')
-rw-r--r--gui/saveload-dialog.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/gui/saveload-dialog.cpp b/gui/saveload-dialog.cpp
index ae3612f778..cadd3e996f 100644
--- a/gui/saveload-dialog.cpp
+++ b/gui/saveload-dialog.cpp
@@ -921,7 +921,7 @@ void SaveLoadChooserGrid::reflowLayout() {
// In the save mode we will always create a new save button as the first button.
if (_saveMode && curLine == 0 && curColumn == 0) {
_newSaveContainer = new ContainerWidget(this, curX, y, containerWidth, containerHeight);
- ButtonWidget *newSave = new ButtonWidget(_newSaveContainer, dstX, dstY, buttonWidth, buttonHeight, _("New Save"), _("Create a new save game"), kNewSaveCmd);
+ ButtonWidget *newSave = new ButtonWidget(_newSaveContainer, dstX, dstY, buttonWidth, buttonHeight, _("New Save"), _("Create a new saved game"), kNewSaveCmd);
// In case no more slots are free, we will disable the new save button
if (_nextFreeSaveSlot == -1) {
newSave->setEnabled(false);