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-rw-r--r--engines/sci/engine/kfile.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/engines/sci/engine/kfile.cpp b/engines/sci/engine/kfile.cpp
index 0cc562c7c1..d4ba467b25 100644
--- a/engines/sci/engine/kfile.cpp
+++ b/engines/sci/engine/kfile.cpp
@@ -132,17 +132,17 @@ reg_t file_open(EngineState *s, const char *filename, int mode) {
}
if (!inFile)
- warning(" -> file_open(_K_FILE_MODE_OPEN_OR_FAIL): failed to open file '%s'", englishName.c_str());
+ debugC(2, kDebugLevelFile, " -> file_open(_K_FILE_MODE_OPEN_OR_FAIL): failed to open file '%s'", englishName.c_str());
} else if (mode == _K_FILE_MODE_CREATE) {
// Create the file, destroying any content it might have had
outFile = saveFileMan->openForSaving(wrappedName);
if (!outFile)
- warning(" -> file_open(_K_FILE_MODE_CREATE): failed to create file '%s'", englishName.c_str());
+ debugC(2, kDebugLevelFile, " -> file_open(_K_FILE_MODE_CREATE): failed to create file '%s'", englishName.c_str());
} else if (mode == _K_FILE_MODE_OPEN_OR_CREATE) {
// Try to open file, create it if it doesn't exist
outFile = saveFileMan->openForSaving(wrappedName);
if (!outFile)
- warning(" -> file_open(_K_FILE_MODE_CREATE): failed to create file '%s'", englishName.c_str());
+ debugC(2, kDebugLevelFile, " -> file_open(_K_FILE_MODE_CREATE): failed to create file '%s'", englishName.c_str());
// QfG1 opens the character export file with _K_FILE_MODE_CREATE first,
// closes it immediately and opens it again with this here. Perhaps
// other games use this for read access as well. I guess changing this