diff --git a/src/saveload/oldloader_sl.cpp b/src/saveload/oldloader_sl.cpp --- a/src/saveload/oldloader_sl.cpp +++ b/src/saveload/oldloader_sl.cpp @@ -1260,14 +1260,14 @@ bool LoadOldVehicle(LoadgameState *ls, i uint type = ReadByte(ls); switch (type) { default: return false; - case 0x00 /*VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break; - case 0x25 /* MONORAIL */: - case 0x20 /*VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break; - case 0x21 /*VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break; - case 0x22 /*VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break; - case 0x23 /*VEH_AIRCRAFT*/: v = new (_current_vehicle_id) Aircraft(); break; - case 0x24 /*VEH_EFFECT */: v = new (_current_vehicle_id) EffectVehicle(); break; - case 0x26 /*VEH_DISASTER*/: v = new (_current_vehicle_id) DisasterVehicle(); break; + case 0x00 /* VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break; + case 0x25 /* MONORAIL */: + case 0x20 /* VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break; + case 0x21 /* VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break; + case 0x22 /* VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break; + case 0x23 /* VEH_AIRCRAFT */: v = new (_current_vehicle_id) Aircraft(); break; + case 0x24 /* VEH_EFFECT */: v = new (_current_vehicle_id) EffectVehicle(); break; + case 0x26 /* VEH_DISASTER */: v = new (_current_vehicle_id) DisasterVehicle(); break; } if (!LoadChunk(ls, v, vehicle_chunk)) return false; @@ -1336,13 +1336,13 @@ bool LoadOldVehicle(LoadgameState *ls, i /* Read the vehicle type and allocate the right vehicle */ switch (ReadByte(ls)) { default: NOT_REACHED(); - case 0x00 /*VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break; - case 0x10 /*VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break; - case 0x11 /*VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break; - case 0x12 /*VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break; - case 0x13 /*VEH_AIRCRAFT*/: v = new (_current_vehicle_id) Aircraft(); break; - case 0x14 /*VEH_EFFECT */: v = new (_current_vehicle_id) EffectVehicle(); break; - case 0x15 /*VEH_DISASTER*/: v = new (_current_vehicle_id) DisasterVehicle(); break; + case 0x00 /* VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break; + case 0x10 /* VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break; + case 0x11 /* VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break; + case 0x12 /* VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break; + case 0x13 /* VEH_AIRCRAFT*/: v = new (_current_vehicle_id) Aircraft(); break; + case 0x14 /* VEH_EFFECT */: v = new (_current_vehicle_id) EffectVehicle(); break; + case 0x15 /* VEH_DISASTER*/: v = new (_current_vehicle_id) DisasterVehicle(); break; } if (!LoadChunk(ls, v, vehicle_chunk)) return false;