Address akortunov's save loading message complaints

Add quotes to the character's name
Don't print the full path to save file
Use better terminology
pull/578/head
Capostrophic 5 years ago
parent 42cba092b7
commit 77bdd124ee

@ -232,7 +232,7 @@ void MWState::StateManager::saveGame (const std::string& description, const Slot
// Make sure the animation state held by references is up to date before saving the game. // Make sure the animation state held by references is up to date before saving the game.
MWBase::Environment::get().getMechanicsManager()->persistAnimationStates(); MWBase::Environment::get().getMechanicsManager()->persistAnimationStates();
Log(Debug::Info) << "Writing saved game '" << description << "' for character " << profile.mPlayerName; Log(Debug::Info) << "Writing saved game '" << description << "' for character '" << profile.mPlayerName << "'";
// Write to a memory stream first. If there is an exception during the save process, we don't want to trash the // Write to a memory stream first. If there is an exception during the save process, we don't want to trash the
// existing save file we are overwriting. // existing save file we are overwriting.
@ -384,7 +384,7 @@ void MWState::StateManager::loadGame (const Character *character, const std::str
{ {
cleanup(); cleanup();
Log(Debug::Info) << "Reading saved game " << filepath; Log(Debug::Info) << "Reading save file " << boost::filesystem::path(filepath).filename().string();
ESM::ESMReader reader; ESM::ESMReader reader;
reader.open (filepath); reader.open (filepath);
@ -424,7 +424,7 @@ void MWState::StateManager::loadGame (const Character *character, const std::str
return; return;
} }
mTimePlayed = profile.mTimePlayed; mTimePlayed = profile.mTimePlayed;
Log(Debug::Info) << "Loading saved game '" << profile.mDescription << "' for character " << profile.mPlayerName; Log(Debug::Info) << "Loading saved game '" << profile.mDescription << "' for character '" << profile.mPlayerName << "'";
} }
break; break;

Loading…
Cancel
Save