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- delete the "New savegame" node before starting work on the savegame.
This caused an off-by-one issue in the displayed list.
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@ -232,6 +232,7 @@ DEFINE_ACTION_FUNCTION(FSavegameManager, LoadSavegame)
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void FSavegameManagerBase::DoSave(int Selected, const char *savegamestring)
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void FSavegameManagerBase::DoSave(int Selected, const char *savegamestring)
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{
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{
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RemoveNewSaveNode();
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if (Selected != 0)
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if (Selected != 0)
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{
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{
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auto node = SaveGames[Selected];
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auto node = SaveGames[Selected];
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