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Overwriting a local save now updates the reload button save, add message to confirm that local save was successful, fixes #274
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@@ -1100,8 +1100,9 @@ void GameController::OpenLocalSaveWindow(bool asCurrent)
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std::string filename = "";
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std::string filename = "";
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if (gameModel->GetSaveFile())
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if (gameModel->GetSaveFile())
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filename = gameModel->GetSaveFile()->GetDisplayName();
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filename = gameModel->GetSaveFile()->GetName();
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SaveFile tempSave(filename);
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SaveFile tempSave(filename);
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tempSave.SetDisplayName(gameModel->GetSaveFile()->GetDisplayName());
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tempSave.SetGameSave(gameSave);
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tempSave.SetGameSave(gameSave);
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if (!asCurrent || !gameModel->GetSaveFile())
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if (!asCurrent || !gameModel->GetSaveFile())
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@@ -1122,9 +1123,12 @@ void GameController::OpenLocalSaveWindow(bool asCurrent)
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}
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}
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else if (gameModel->GetSaveFile())
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else if (gameModel->GetSaveFile())
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{
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{
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gameModel->SetSaveFile(&tempSave);
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Client::Ref().MakeDirectory(LOCAL_SAVE_DIR);
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Client::Ref().MakeDirectory(LOCAL_SAVE_DIR);
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if (Client::Ref().WriteFile(gameSave->Serialise(), gameModel->GetSaveFile()->GetName()))
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if (Client::Ref().WriteFile(gameSave->Serialise(), gameModel->GetSaveFile()->GetName()))
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new ErrorMessage("Error", "Unable to write save file.");
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new ErrorMessage("Error", "Unable to write save file.");
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else
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gameModel->SetInfoTip("Saved Successfully");
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}
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}
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}
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}
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}
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}
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