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author | Patric Stout <truebrain@openttd.org> | 2021-06-06 09:59:33 +0200 |
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committer | Patric Stout <github@truebrain.nl> | 2021-06-15 19:36:15 +0200 |
commit | 88edfd4ef16bedd98a07a2142e693ab50fbdcef2 (patch) | |
tree | f39b00764786763b3350dd06c2c4014605678ca1 /src/saveload/game_sl.cpp | |
parent | b9ab9e4d051eea7d6aedfb60930b039b778568af (diff) | |
download | openttd-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.cpp | 6 |
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() |