diff --git a/src/saveload/game_sl.cpp b/src/saveload/game_sl.cpp --- a/src/saveload/game_sl.cpp +++ b/src/saveload/game_sl.cpp @@ -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 */