Correct save/load detection for the reminder.

Was missing some critical logic.. oops.
This commit is contained in:
Henrik Rydgård
2025-06-11 10:08:07 +02:00
parent f9c695119f
commit 85a3635bfe
+4 -2
View File
@@ -41,6 +41,7 @@
static double g_lastSaveTime = -1.0;
// Actually this should be called on both saves and loads, since just after a load it's safe to exit.
void ResetSecondsSinceLastGameSave() {
g_lastSaveTime = time_now_d();
}
@@ -204,8 +205,7 @@ int PSPSaveDialog::Init(int paramAddr) {
break;
case SCE_UTILITY_SAVEDATA_TYPE_SAVE:
DEBUG_LOG(Log::sceUtility, "Saving. Title: %s Save: %s File: %s", param.GetGameName(param.GetPspParam()).c_str(), param.GetGameName(param.GetPspParam()).c_str(), param.GetFileName(param.GetPspParam()).c_str());
if (param.GetFileInfo(0).size != 0)
{
if (param.GetFileInfo(0).size != 0) {
yesnoChoice = 0;
display = DS_SAVE_CONFIRM_OVERWRITE;
}
@@ -1108,6 +1108,7 @@ void PSPSaveDialog::ExecuteIOAction() {
} else {
display = DS_LOAD_FAILED;
}
ResetSecondsSinceLastGameSave();
break;
case DS_SAVE_SAVING:
SaveState::NotifySaveData();
@@ -1117,6 +1118,7 @@ void PSPSaveDialog::ExecuteIOAction() {
} else {
display = DS_SAVE_FAILED;
}
ResetSecondsSinceLastGameSave();
break;
case DS_DELETE_DELETING:
if (param.Delete(param.GetPspParam(), currentSelectedSave)) {