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- fixed save games issues (#1044)
- hopefully some speedup for filesystem loading (#1048)
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@@ -843,13 +843,13 @@ void CSelectionScreen::startGame()
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if(!(sel && sel->txt && sel->txt->text.size()))
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return;
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selectedName = GVCMIDirs.UserPath + "/Games/" + sel->txt->text + ".vlgm1";
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selectedName = "Saves/" + sel->txt->text;
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CFunctionList<void()> overWrite;
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overWrite += boost::bind(&CCallback::save, LOCPLINT->cb, sel->txt->text);
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overWrite += boost::bind(&CCallback::save, LOCPLINT->cb, selectedName);
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overWrite += bind(&CGuiHandler::popIntTotally, &GH, this);
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if(fs::exists(selectedName))
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if(CResourceHandler::get()->existsResource(ResourceID(selectedName, EResType::LIB_SAVEGAME)))
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{
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std::string hlp = CGI->generaltexth->allTexts[493]; //%s exists. Overwrite?
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boost::algorithm::replace_first(hlp, "%s", sel->txt->text);
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@@ -857,9 +857,6 @@ void CSelectionScreen::startGame()
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}
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else
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overWrite();
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// LOCPLINT->cb->save(sel->txt->text);
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// GH.popIntTotally(this);
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}
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}
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@@ -1417,7 +1414,8 @@ void SelectionTab::printMaps(SDL_Surface *to)
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}
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else
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{
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name = fs::basename(currentItem->fileURI);
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name = CFileInfo(CResourceHandler::get()->getResourceName(
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ResourceID(currentItem->fileURI, EResType::LIB_SAVEGAME))).getBaseName();
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}
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//print name
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