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@@ -1009,52 +1009,52 @@ static const SaveLoad _player_desc[] = {
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SLE_VAR(Player,num_valid_stat_ent,SLE_UINT8),
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SLE_VAR(Player,quarters_of_bankrupcy,SLE_UINT8),
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SLE_VAR(Player,bankrupt_asked, SLE_UINT8),
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SLE_VAR(Player,bankrupt_timeout,SLE_INT16),
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SLE_VAR(Player,bankrupt_value, SLE_INT32),
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// yearly expenses was changed to 64-bit in savegame version 2.
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SLE_CONDARR(Player,yearly_expenses, SLE_FILE_I32|SLE_VAR_I64, 3*13, 0, 1),
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SLE_CONDARR(Player,yearly_expenses, SLE_INT64, 3*13, 2, 255),
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SLE_CONDVAR(Player,is_ai, SLE_UINT8, 2, 255),
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SLE_CONDVAR(Player,is_active, SLE_UINT8, 4, 255),
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// reserve extra space in savegame here. (currently 64 bytes)
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SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 8, 2, 255),
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SLE_END()
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};
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static const SaveLoad _player_economy_desc[] = {
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// these were changed to 64-bit in savegame format 2
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SLE_CONDVAR(PlayerEconomyEntry,income, SLE_INT32, 0, 1),
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SLE_CONDVAR(PlayerEconomyEntry,expenses, SLE_INT32, 0, 1),
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SLE_CONDVAR(PlayerEconomyEntry,company_value, SLE_INT32, 0, 1),
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SLE_CONDVAR(PlayerEconomyEntry,company_value, SLE_FILE_I32 | SLE_VAR_I64, 0, 1),
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SLE_CONDVAR(PlayerEconomyEntry,income, SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
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SLE_CONDVAR(PlayerEconomyEntry,expenses,SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
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SLE_CONDVAR(PlayerEconomyEntry,company_value,SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
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SLE_CONDVAR(PlayerEconomyEntry,company_value, SLE_INT64, 2, 255),
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SLE_VAR(PlayerEconomyEntry,delivered_cargo, SLE_INT32),
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SLE_VAR(PlayerEconomyEntry,performance_history, SLE_INT32),
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SLE_END()
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};
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static const SaveLoad _player_ai_desc[] = {
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SLE_VAR(PlayerAI,state, SLE_UINT8),
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SLE_VAR(PlayerAI,tick, SLE_UINT8),
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SLE_CONDVAR(PlayerAI,state_counter, SLE_FILE_U16 | SLE_VAR_U32, 0, 12),
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SLE_CONDVAR(PlayerAI,state_counter, SLE_UINT32, 13, 255),
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SLE_VAR(PlayerAI,timeout_counter, SLE_UINT16),
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SLE_VAR(PlayerAI,state_mode, SLE_UINT8),
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SLE_VAR(PlayerAI,banned_tile_count, SLE_UINT8),
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SLE_VAR(PlayerAI,railtype_to_use, SLE_UINT8),
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SLE_VAR(PlayerAI,cargo_type, SLE_UINT8),
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SLE_VAR(PlayerAI,num_wagons, SLE_UINT8),
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SLE_VAR(PlayerAI,build_kind, SLE_UINT8),
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SLE_VAR(PlayerAI,num_build_rec, SLE_UINT8),
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SLE_VAR(PlayerAI,num_loco_to_build, SLE_UINT8),
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SLE_VAR(PlayerAI,num_want_fullload, SLE_UINT8),
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