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