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authorPatric Stout <truebrain@openttd.org>2021-06-06 09:59:33 +0200
committerPatric Stout <github@truebrain.nl>2021-06-15 19:36:15 +0200
commit88edfd4ef16bedd98a07a2142e693ab50fbdcef2 (patch)
treef39b00764786763b3350dd06c2c4014605678ca1 /src/saveload/game_sl.cpp
parentb9ab9e4d051eea7d6aedfb60930b039b778568af (diff)
downloadopenttd-88edfd4ef16bedd98a07a2142e693ab50fbdcef2.tar.xz
Change: rework several CH_RIFF chunks to use CH_ARRAY instead
This adds two byte extra to those chunks, and might feel a bit silly at first. But in later changes we will prefix CH_ARRAY with a table header, and then this change shines. Without this, we could still add headers to these chunks, but any external reader wouldn't know if the CH_RIFF has them or not. This way is much more practical, as they are now more like any other chunk.
Diffstat (limited to 'src/saveload/game_sl.cpp')
-rw-r--r--src/saveload/game_sl.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/saveload/game_sl.cpp b/src/saveload/game_sl.cpp
index 76a81e167..48281ed66 100644
--- a/src/saveload/game_sl.cpp
+++ b/src/saveload/game_sl.cpp
@@ -57,14 +57,14 @@ static void Load_GSDT()
/* Free all current data */
GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(nullptr);
- if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;
+ if (SlIterateArray() == -1) return;
_game_saveload_version = -1;
SlObject(nullptr, _game_script);
if (_networking && !_network_server) {
GameInstance::LoadEmpty();
- if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
+ if (SlIterateArray() != -1) SlErrorCorrupt("Too many GameScript configs");
return;
}
@@ -99,7 +99,7 @@ static void Load_GSDT()
Game::StartNew();
Game::Load(_game_saveload_version);
- if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
+ if (SlIterateArray() != -1) SlErrorCorrupt("Too many GameScript configs");
}
static void Save_GSDT()