The save/load error messages were combined using string parameters, rather than using the built-in functionality of error dialogs.
This commit is contained in:
@@ -1132,8 +1132,7 @@ void SwitchToMode(SwitchMode new_mode)
|
||||
ResetWindowSystem();
|
||||
|
||||
if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) {
|
||||
SetDParamStr(0, GetSaveLoadErrorString());
|
||||
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_CRITICAL);
|
||||
ShowErrorMessage(GetSaveLoadErrorType(), GetSaveLoadErrorMessage(), WL_CRITICAL);
|
||||
} else {
|
||||
if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
|
||||
OnStartScenario();
|
||||
@@ -1175,8 +1174,7 @@ void SwitchToMode(SwitchMode new_mode)
|
||||
/* Cancel the saveload pausing */
|
||||
Command<CMD_PAUSE>::Post(PM_PAUSED_SAVELOAD, false);
|
||||
} else {
|
||||
SetDParamStr(0, GetSaveLoadErrorString());
|
||||
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_CRITICAL);
|
||||
ShowErrorMessage(GetSaveLoadErrorType(), GetSaveLoadErrorMessage(), WL_CRITICAL);
|
||||
}
|
||||
|
||||
UpdateSocialIntegration(GM_EDITOR);
|
||||
@@ -1211,8 +1209,7 @@ void SwitchToMode(SwitchMode new_mode)
|
||||
case SM_SAVE_GAME: // Save game.
|
||||
/* Make network saved games on pause compatible to singleplayer mode */
|
||||
if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
|
||||
SetDParamStr(0, GetSaveLoadErrorString());
|
||||
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
|
||||
ShowErrorMessage(GetSaveLoadErrorType(), GetSaveLoadErrorMessage(), WL_ERROR);
|
||||
} else {
|
||||
CloseWindowById(WC_SAVELOAD, 0);
|
||||
}
|
||||
|
Reference in New Issue
Block a user