forked from mirror/openmw-tes3mp
fixed checks for allowing load/save and some general cleanup
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parent
760c8c7214
commit
9db9ad410d
1 changed files with 20 additions and 20 deletions
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@ -223,19 +223,23 @@ void MWState::StateManager::saveGame (const std::string& description, const Slot
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slot->mPath.parent_path().filename().string());
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}
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void MWState::StateManager::quickSave(std::string name) {
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if(MWBase::Environment::get().getWorld()->getGlobalInt ("chargenstate")==-1) { //ensure you're not in character creation
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const MWState::Slot* slot = NULL;
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MWState::Character* mCurrentCharacter = MWBase::Environment::get().getStateManager()->getCurrentCharacter(true); //Get current character
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void MWState::StateManager::quickSave (std::string name)
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{
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if (mState!=State_Running ||
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MWBase::Environment::get().getWorld()->getGlobalInt ("chargenstate")!=-1) // char gen
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return;
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//Find quicksave slot
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for (MWState::Character::SlotIterator it = mCurrentCharacter->begin(); it != mCurrentCharacter->end(); ++it)
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{
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if (it->mProfile.mDescription == name)
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slot = &*it;
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}
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MWBase::Environment::get().getStateManager()->saveGame(name, slot);
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const Slot* slot = NULL;
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Character* mCurrentCharacter = getCurrentCharacter(true); //Get current character
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//Find quicksave slot
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for (Character::SlotIterator it = mCurrentCharacter->begin(); it != mCurrentCharacter->end(); ++it)
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{
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if (it->mProfile.mDescription == name)
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slot = &*it;
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}
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saveGame(name, slot);
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}
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void MWState::StateManager::loadGame (const Character *character, const Slot *slot)
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@ -343,15 +347,11 @@ void MWState::StateManager::loadGame (const Character *character, const Slot *sl
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}
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}
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void MWState::StateManager::quickLoad() {
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if(MWBase::Environment::get().getWorld()->getGlobalInt ("chargenstate")==-1) {
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MWState::Character* mCurrentCharacter = MWBase::Environment::get().getStateManager()->getCurrentCharacter(false); //Get current character
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if(mCurrentCharacter) { //Ensure a current character exists
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const MWState::Slot* slot = &*mCurrentCharacter->begin(); //Get newest save
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if(slot) //Don't even try loading it if there's no prior save.
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MWBase::Environment::get().getStateManager()->loadGame (mCurrentCharacter, slot); //load newest save. That was easy!
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}
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}
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void MWState::StateManager::quickLoad()
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{
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if (Character* mCurrentCharacter = getCurrentCharacter (false))
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if (const MWState::Slot* slot = &*mCurrentCharacter->begin()) //Get newest save
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loadGame (mCurrentCharacter, slot);
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}
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MWState::Character *MWState::StateManager::getCurrentCharacter (bool create)
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