|
@@ -149,7 +149,7 @@ static byte ReadByte(LoadgameState *ls)
|
|
|
/* Old savegames have a nice compression algorithm (RLE)
|
|
|
which means that we have a chunk, which starts with a length
|
|
|
byte. If that byte is negative, we have to repeat the next byte
|
|
|
that many times (+1). Else, we need to read that amount of bytes.
|
|
|
that many times ( + 1). Else, we need to read that amount of bytes.
|
|
|
Works pretty good if you have many zero's behind eachother */
|
|
|
|
|
|
if (ls->chunk_size == 0) {
|
|
@@ -433,7 +433,7 @@ static const OldChunks town_chunk[] = {
|
|
|
OCL_SVAR( OC_UINT16, Town, ratings[7] ),
|
|
|
|
|
|
/* XXX - This is pretty odd.. we read 32bit, but only write 8bit.. sure there is
|
|
|
nothing changed?? */
|
|
|
nothing changed ? ? */
|
|
|
OCL_SVAR( OC_FILE_U32 | OC_VAR_U8, Town, have_ratings ),
|
|
|
OCL_SVAR( OC_FILE_U32 | OC_VAR_U8, Town, statues ),
|
|
|
OCL_SVAR( OC_UINT16, Town, num_houses ),
|
|
@@ -1219,8 +1219,8 @@ static bool LoadOldVehicle(LoadgameState
|
|
|
|
|
|
static const OldChunks sign_chunk[] = {
|
|
|
OCL_SVAR( OC_UINT16, Sign, str ),
|
|
|
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32,Sign, x ),
|
|
|
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32,Sign, y ),
|
|
|
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, Sign, x ),
|
|
|
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, Sign, y ),
|
|
|
OCL_SVAR( OC_FILE_U16 | OC_VAR_I8, Sign, z ),
|
|
|
|
|
|
OCL_NULL( 6 ), ///< Width of sign, no longer in use
|