File diff r25654:e264fd698eb2 → r25655:1030dcb7eb52
src/saveload/game_sl.cpp
Show inline comments
 
@@ -77,15 +77,15 @@ static void Load_GSDT()
 
			config->Change(_game_saveload_name.c_str(), -1, false, _game_saveload_is_random);
 
			if (!config->HasScript()) {
 
				if (_game_saveload_name.compare("%_dummy") != 0) {
 
					DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name.c_str(), _game_saveload_version);
 
					DEBUG(script, 0, "This game will continue to run without GameScript.");
 
					Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
 
					Debug(script, 0, "This game will continue to run without GameScript.");
 
				} else {
 
					DEBUG(script, 0, "The savegame had no GameScript available at the time of saving.");
 
					DEBUG(script, 0, "This game will continue to run without GameScript.");
 
					Debug(script, 0, "The savegame had no GameScript available at the time of saving.");
 
					Debug(script, 0, "This game will continue to run without GameScript.");
 
				}
 
			} else {
 
				DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name.c_str(), _game_saveload_version);
 
				DEBUG(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible.");
 
				Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
 
				Debug(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible.");
 
			}
 
			/* Make sure the GameScript doesn't get the saveload data, as it was not the
 
			 *  writer of the saveload data in the first place */