diff --git a/core/src/com/unciv/logic/map/MapUnit.kt b/core/src/com/unciv/logic/map/MapUnit.kt index 93cfd57c3a..47d5d7457c 100644 --- a/core/src/com/unciv/logic/map/MapUnit.kt +++ b/core/src/com/unciv/logic/map/MapUnit.kt @@ -304,9 +304,9 @@ class MapUnit { updateUniques() } - fun useMovementPoints(amount:Float){ + fun useMovementPoints(amount:Float) { currentMovement -= amount - if(currentMovement<0) currentMovement = 0f + if (currentMovement < 0) currentMovement = 0f } fun doAction() { diff --git a/core/src/com/unciv/ui/newgamescreen/MapOptionsTable.kt b/core/src/com/unciv/ui/newgamescreen/MapOptionsTable.kt index 7cceebdfc4..27910101d6 100644 --- a/core/src/com/unciv/ui/newgamescreen/MapOptionsTable.kt +++ b/core/src/com/unciv/ui/newgamescreen/MapOptionsTable.kt @@ -80,10 +80,11 @@ class MapOptionsTable(val newGameScreen: NewGameScreen): Table() { if (scenarioFiles.any()) { for (savedGame in getScenarioFiles()) { try { // Sometimes, we have scenarios that are dependent on mods that we don't have and so they can't be loaded. - selectSavedGameAsScenario(savedGame) + GameSaver.loadGameFromFile(savedGame) scenarioSelectBox.items.add(FileHandleWrapper(savedGame)) } catch (ex: Exception) {} } + scenarioSelectBox.items = scenarioSelectBox.items // it doesn't register them until you do this. scenarioSelectBox.selected = scenarioSelectBox.items.first() // needs to be after the item change, so it doesn't activate before we choose the Scenario maptype