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Make getCurrentCharacter create argument explicit
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7463c0c353
commit
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@ -204,9 +204,9 @@ void MWState::StateManager::saveGame (const std::string& description, const Slot
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writeScreenshot(profile.mScreenshot);
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if (!slot)
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slot = getCurrentCharacter()->createSlot (profile);
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slot = getCurrentCharacter(true)->createSlot (profile);
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else
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slot = getCurrentCharacter()->updateSlot (slot, profile);
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slot = getCurrentCharacter(true)->updateSlot (slot, profile);
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// Write to a memory stream first. If there is an exception during the save process, we don't want to trash the
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// existing save file we are overwriting.
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@ -290,7 +290,7 @@ void MWState::StateManager::saveGame (const std::string& description, const Slot
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// If no file was written, clean up the slot
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if (slot && !boost::filesystem::exists(slot->mPath))
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getCurrentCharacter()->deleteSlot(slot);
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getCurrentCharacter(true)->deleteSlot(slot);
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}
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}
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@ -506,11 +506,11 @@ void MWState::StateManager::loadGame (const Character *character, const std::str
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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 (Character* currentCharacter = getCurrentCharacter (false))
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{
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if (mCurrentCharacter->begin() == mCurrentCharacter->end())
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if (currentCharacter->begin() == currentCharacter->end())
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return;
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loadGame (mCurrentCharacter, mCurrentCharacter->begin()->mPath.string()); //Get newest save
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loadGame (currentCharacter, currentCharacter->begin()->mPath.string()); //Get newest save
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}
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}
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@ -73,7 +73,7 @@ namespace MWState
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virtual void loadGame (const Character *character, const std::string &filepath);
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///< Load a saved game file belonging to the given character.
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virtual Character *getCurrentCharacter (bool create = true);
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virtual Character *getCurrentCharacter (bool create);
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///< \param create Create a new character, if there is no current character.
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virtual CharacterIterator characterBegin();
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