fixed checks for allowing load/save and some general cleanup

actorid
Marc Zinnschlag 11 years ago
parent 760c8c7214
commit 9db9ad410d

@ -223,19 +223,23 @@ void MWState::StateManager::saveGame (const std::string& description, const Slot
slot->mPath.parent_path().filename().string());
}
void MWState::StateManager::quickSave(std::string name) {
if(MWBase::Environment::get().getWorld()->getGlobalInt ("chargenstate")==-1) { //ensure you're not in character creation
const MWState::Slot* slot = NULL;
MWState::Character* mCurrentCharacter = MWBase::Environment::get().getStateManager()->getCurrentCharacter(true); //Get current character
void MWState::StateManager::quickSave (std::string name)
{
if (mState!=State_Running ||
MWBase::Environment::get().getWorld()->getGlobalInt ("chargenstate")!=-1) // char gen
return;
//Find quicksave slot
for (MWState::Character::SlotIterator it = mCurrentCharacter->begin(); it != mCurrentCharacter->end(); ++it)
{
if (it->mProfile.mDescription == name)
slot = &*it;
}
MWBase::Environment::get().getStateManager()->saveGame(name, slot);
const Slot* slot = NULL;
Character* mCurrentCharacter = getCurrentCharacter(true); //Get current character
//Find quicksave slot
for (Character::SlotIterator it = mCurrentCharacter->begin(); it != mCurrentCharacter->end(); ++it)
{
if (it->mProfile.mDescription == name)
slot = &*it;
}
saveGame(name, slot);
}
void MWState::StateManager::loadGame (const Character *character, const Slot *slot)
@ -343,15 +347,11 @@ void MWState::StateManager::loadGame (const Character *character, const Slot *sl
}
}
void MWState::StateManager::quickLoad() {
if(MWBase::Environment::get().getWorld()->getGlobalInt ("chargenstate")==-1) {
MWState::Character* mCurrentCharacter = MWBase::Environment::get().getStateManager()->getCurrentCharacter(false); //Get current character
if(mCurrentCharacter) { //Ensure a current character exists
const MWState::Slot* slot = &*mCurrentCharacter->begin(); //Get newest save
if(slot) //Don't even try loading it if there's no prior save.
MWBase::Environment::get().getStateManager()->loadGame (mCurrentCharacter, slot); //load newest save. That was easy!
}
}
void MWState::StateManager::quickLoad()
{
if (Character* mCurrentCharacter = getCurrentCharacter (false))
if (const MWState::Slot* slot = &*mCurrentCharacter->begin()) //Get newest save
loadGame (mCurrentCharacter, slot);
}
MWState::Character *MWState::StateManager::getCurrentCharacter (bool create)

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