diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp --- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -584,7 +584,7 @@ static inline uint SlGetArrayLength(size * @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 SlIsObjectValidInSave } /** - * 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 Sav 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;