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AGI: Clean up save/load String usage
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@@ -809,8 +809,8 @@ class AgiBase : public ::Engine { | |
virtual void replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3, | ||
int16 p4, int16 p5, int16 p6, int16 p7) = 0; | ||
virtual void releaseImageStack() = 0; | ||
virtual int saveGame(Common::String fileName, Common::String saveName) = 0; | ||
virtual int loadGame(Common::String fileName, bool checkId = true) = 0; | ||
virtual int saveGame(const Common::String& fileName, const Common::String& saveName) = 0; | ||
virtual int loadGame(const Common::String& fileName, bool checkId = true) = 0; | ||
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wjp
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int _soundemu; | ||
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@@ -881,11 +881,11 @@ class AgiEngine : public AgiBase { | |
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StringData _stringdata; | ||
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Common::String getSavegameFilename(int num); | ||
Common::String getSavegameFilename(int num) const; | ||
void getSavegameDescription(int num, char *buf, bool showEmpty = true); | ||
int selectSlot(); | ||
int saveGame(Common::String fileName, Common::String saveName); | ||
int loadGame(Common::String fileName, bool checkId = true); | ||
int saveGame(const Common::String &fileName, const Common::String &saveName); | ||
int loadGame(const Common::String &fileName, bool checkId = true); | ||
int saveGameDialog(); | ||
int saveGameSimple(); | ||
int loadGameDialog(); | ||
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It's "const Common::String &fileName" instead of "const Common::String& fileName".