diff --git a/UI/PauseScreen.cpp b/UI/PauseScreen.cpp index 6c742df44d..f23aacb3f0 100644 --- a/UI/PauseScreen.cpp +++ b/UI/PauseScreen.cpp @@ -114,7 +114,7 @@ protected: if (undoEnabled || hasUndo) { // Show the undo button if state undo is enabled in settings, OR one is available. We can load it // even if making new undo states is not enabled. - Choice *undoButton = new Choice(pa->T("Undo last save")); + undoButton = new Choice(pa->T("Undo last save")); undoButton->SetEnabled(hasUndo); } @@ -780,6 +780,7 @@ void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) { finishNextFrame_ = true; } else if (dr != DR_CANCEL && dr != DR_BACK) { // Just go back to the pause menu, but refresh the savestate thumbnails in case something changed. + SaveState::Rescan(saveStatePrefix_); RecreateViews(); } } else { @@ -788,6 +789,7 @@ void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) { } else if (tag != "MessagePopupScreen" && tag != "Prompt" && tag != "ContextMenuPopup" && tag != "ContextMenuCallbackPopup" && tag != "Report" && tag != "listpopup") { // Maybe should invert the logic here, so many cases.. // There may have been changes to our savestates, so let's recreate. + SaveState::Rescan(saveStatePrefix_); RecreateViews(); } }