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author | Loïc Guilloux <glx22@users.noreply.github.com> | 2021-07-06 21:09:08 +0200 |
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committer | GitHub <noreply@github.com> | 2021-07-06 21:09:08 +0200 |
commit | ddafc0de054eb60bdeac4b1980c9021928b04511 (patch) | |
tree | 79e2918e58f2662d46043cb3cd5d957055195b87 | |
parent | 8913ae9ba8c37e5724d19cdad93161e939ab5ff6 (diff) | |
download | openttd-ddafc0de054eb60bdeac4b1980c9021928b04511.tar.xz |
Fix 39e90ec: Integers for scripts are 64bit, but saved as 32bit (#9415)
-rw-r--r-- | src/saveload/saveload.h | 1 | ||||
-rw-r--r-- | src/script/api/script_controller.hpp | 4 | ||||
-rw-r--r-- | src/script/script_instance.cpp | 8 |
3 files changed, 7 insertions, 6 deletions
diff --git a/src/saveload/saveload.h b/src/saveload/saveload.h index e4318c011..34dea3cb1 100644 --- a/src/saveload/saveload.h +++ b/src/saveload/saveload.h @@ -335,6 +335,7 @@ enum SaveLoadVersion : uint16 { SLV_RIFF_TO_ARRAY, ///< 294 PR#9375 Changed many CH_RIFF chunks to CH_ARRAY chunks. SLV_TABLE_CHUNKS, ///< 295 PR#9322 Introduction of CH_TABLE and CH_SPARSE_TABLE. + SLV_SCRIPT_INT64, ///< 296 PR#9415 SQInteger is 64bit but was saved as 32bit. SL_MAX_VERSION, ///< Highest possible saveload version }; diff --git a/src/script/api/script_controller.hpp b/src/script/api/script_controller.hpp index c6b07232d..992a9ebf2 100644 --- a/src/script/api/script_controller.hpp +++ b/src/script/api/script_controller.hpp @@ -39,7 +39,7 @@ * data from the loaded game. * - Finally, #Start is called to start execution of the script. * - * See also http://wiki.openttd.org/AI:Save/Load for more details. + * See also https://wiki.openttd.org/en/Development/Script/Save%20and%20Load for more details. * * @api ai game */ @@ -91,7 +91,7 @@ public: * notified of the call. To avoid race-conditions between #Save and the * other script code, change variables directly after a #Sleep, it is * very unlikely, to get interrupted at that point in the execution. - * See also http://wiki.openttd.org/AI:Save/Load for more details. + * See also https://wiki.openttd.org/en/Development/Script/Save%20and%20Load for more details. * * @note No other information is saved than the table returned by #Save. * For example all pending events are lost as soon as the game is loaded. diff --git a/src/script/script_instance.cpp b/src/script/script_instance.cpp index 1d57383a9..3f611e66c 100644 --- a/src/script/script_instance.cpp +++ b/src/script/script_instance.cpp @@ -364,8 +364,8 @@ static const SaveLoad _script_byte[] = { SQInteger res; sq_getinteger(vm, index, &res); if (!test) { - int value = (int)res; - SlCopy(&value, 1, SLE_INT32); + int64 value = (int64)res; + SlCopy(&value, 1, SLE_INT64); } return true; } @@ -564,8 +564,8 @@ bool ScriptInstance::IsPaused() SlObject(nullptr, _script_byte); switch (_script_sl_byte) { case SQSL_INT: { - int value; - SlCopy(&value, 1, SLE_INT32); + int64 value; + SlCopy(&value, 1, IsSavegameVersionBefore(SLV_SCRIPT_INT64) ? SLE_INT32 : SLE_INT64); if (vm != nullptr) sq_pushinteger(vm, (SQInteger)value); return true; } |