Fix #11055: Make saveload failure error messages consistent with others (#12247)

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:
merni-ns
2024-04-01 22:27:03 +05:30
committed by GitHub
parent 92a171c3e0
commit 6f36f3d714
4 changed files with 19 additions and 20 deletions

View File

@@ -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);
}