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Fix #10224: Don't fiddle with fast-forward when saving. (#10230)

The original comment about saving with fast-forward on was written 18 years
ago, and predates lots of changes to how saveload work.
pull/10285/head
PeterN 2022-12-25 23:05:14 +00:00 committed by GitHub
parent 3d3ed87d99
commit 961e66df30
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 1 additions and 9 deletions

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@ -210,7 +210,6 @@ struct SaveLoadParams {
StringID error_str; ///< the translatable error message to show StringID error_str; ///< the translatable error message to show
char *extra_msg; ///< the error message char *extra_msg; ///< the error message
uint16 game_speed; ///< The game speed when saving started.
bool saveinprogress; ///< Whether there is currently a save in progress. bool saveinprogress; ///< Whether there is currently a save in progress.
}; };
@ -2913,15 +2912,9 @@ static inline void ClearSaveLoadState()
_sl.lf = nullptr; _sl.lf = nullptr;
} }
/** /** Update the gui accordingly when starting saving and set locks on saveload. */
* Update the gui accordingly when starting saving
* and set locks on saveload. Also turn off fast-forward cause with that
* saving takes Aaaaages
*/
static void SaveFileStart() static void SaveFileStart()
{ {
_sl.game_speed = _game_speed;
_game_speed = 100;
SetMouseCursorBusy(true); SetMouseCursorBusy(true);
InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_START); InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_START);
@ -2931,7 +2924,6 @@ static void SaveFileStart()
/** Update the gui accordingly when saving is done and release locks on saveload. */ /** Update the gui accordingly when saving is done and release locks on saveload. */
static void SaveFileDone() static void SaveFileDone()
{ {
if (_game_mode != GM_MENU) _game_speed = _sl.game_speed;
SetMouseCursorBusy(false); SetMouseCursorBusy(false);
InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_FINISH); InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_FINISH);