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authorPatric Stout <truebrain@openttd.org>2021-06-04 09:31:28 +0200
committerPatric Stout <github@truebrain.nl>2021-06-06 21:45:01 +0200
commit264991dfa506c0bdebb2e2c936f79a2412dad442 (patch)
treea84bfa41e32419866ced4478e30cd83a69a75b5f /src/saveload/saveload.cpp
parent414e12d26be88043000aa7fe540edc974244dcc8 (diff)
downloadopenttd-264991dfa506c0bdebb2e2c936f79a2412dad442.tar.xz
Codechange: move SLF_NO_NETWORK_SYNC into settings
It is a settings-only flag, so don't pollute SaveLoad code with it.
Diffstat (limited to 'src/saveload/saveload.cpp')
-rw-r--r--src/saveload/saveload.cpp18
1 files changed, 1 insertions, 17 deletions
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp
index 427a19aa9..35a6437e1 100644
--- a/src/saveload/saveload.cpp
+++ b/src/saveload/saveload.cpp
@@ -584,7 +584,7 @@ static inline uint SlGetArrayLength(size_t length)
* @param conv VarType type of variable that is used for calculating the size
* @return Return the size of this type in bytes
*/
-static inline uint SlCalcConvMemLen(VarType conv)
+uint SlCalcConvMemLen(VarType conv)
{
static const byte conv_mem_size[] = {1, 1, 1, 2, 2, 4, 4, 8, 8, 0};
byte length = GB(conv, 4, 4);
@@ -1412,21 +1412,6 @@ static inline bool SlIsObjectValidInSavegame(const SaveLoad &sld)
}
/**
- * Are we going to load this variable when loading a savegame or not?
- * @note If the variable is skipped it is skipped in the savegame
- * bytestream itself as well, so there is no need to skip it somewhere else
- */
-static inline bool SlSkipVariableOnLoad(const SaveLoad &sld)
-{
- if ((sld.conv & SLF_NO_NETWORK_SYNC) && _sl.action != SLA_SAVE && _networking && !_network_server) {
- SlSkipBytes(SlCalcConvMemLen(sld.conv) * sld.length);
- return true;
- }
-
- return false;
-}
-
-/**
* Calculate the size of an object.
* @param object to be measured.
* @param slt The SaveLoad table with objects to save/load.
@@ -1538,7 +1523,6 @@ bool SlObjectMember(void *ptr, const SaveLoad &sld)
case SL_STDSTR:
/* CONDITIONAL saveload types depend on the savegame version */
if (!SlIsObjectValidInSavegame(sld)) return false;
- if (SlSkipVariableOnLoad(sld)) return false;
switch (sld.cmd) {
case SL_VAR: SlSaveLoadConv(ptr, conv); break;