correct mission saveas logic

This commit is contained in:
AzaezelX 2023-12-11 12:51:57 -06:00
parent 674a7a0212
commit 32c7eb1702
2 changed files with 4 additions and 5 deletions

View file

@ -286,10 +286,7 @@ function doEditorResetDefaultLevel()
function EditorSaveMissionMenu()
{
if(EditorGui.saveAs)
AssetBrowser.setupCreateNewAsset("LevelAsset", AssetBrowser.selectedModule, "EditorSaveMissionAs");
else
EditorSaveMission();
EditorSaveMission();
}
function EditorSaveMission()
@ -387,6 +384,8 @@ function EditorSaveMission()
function EditorSaveMissionAs( %levelAsset )
{
EditorGui.saveAs = true;
AssetBrowser.setupCreateNewAsset("LevelAsset", AssetBrowser.selectedModule,"");
// If we didn't get passed a new mission name then
// prompt the user for one.
if ( %levelAsset $= "" )

View file

@ -142,7 +142,7 @@ function EditorGui::buildMenus(%this)
%fileMenu.appendItem("Open Recent" TAB RecentLevelsPopupMenu);
%fileMenu.appendItem("-");
%fileMenu.appendItem("Save Level" TAB %cmdCtrl SPC "S" TAB "EditorSaveMissionMenu();");
%fileMenu.appendItem("Save Level As..." TAB "" TAB "AssetBrowser.setupCreateNewAsset(\"LevelAsset\", AssetBrowser.selectedModule, \"EditorSaveMissionAs\");");
%fileMenu.appendItem("Save Level As..." TAB "" TAB "EditorSaveMissionAs();");
%fileMenu.appendItem("-");
%fileMenu.appendItem("Save Current Scene as Editor Default" TAB "" TAB "EditorSaveAsDefaultLevel();");
%fileMenu.appendItem("Reset Editor Default" TAB "" TAB "EditorResetDefaultLevel();");