diff --git a/src/saveload/signs_sl.cpp b/src/saveload/signs_sl.cpp --- a/src/saveload/signs_sl.cpp +++ b/src/saveload/signs_sl.cpp @@ -19,15 +19,15 @@ /** Description of a sign within the savegame. */ static const SaveLoad _sign_desc[] = { - SLE_CONDVAR(Sign, name, SLE_NAME, 0, 84), - SLE_CONDSTR(Sign, name, SLE_STR | SLF_ALLOW_CONTROL, 0, 84, SL_MAX_VERSION), - SLE_CONDVAR(Sign, x, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), - SLE_CONDVAR(Sign, y, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), - SLE_CONDVAR(Sign, x, SLE_INT32, 5, SL_MAX_VERSION), - SLE_CONDVAR(Sign, y, SLE_INT32, 5, SL_MAX_VERSION), - SLE_CONDVAR(Sign, owner, SLE_UINT8, 6, SL_MAX_VERSION), - SLE_CONDVAR(Sign, z, SLE_FILE_U8 | SLE_VAR_I32, 0, 164), - SLE_CONDVAR(Sign, z, SLE_INT32, 164, SL_MAX_VERSION), + SLE_CONDVAR(Sign, name, SLE_NAME, SL_MIN_VERSION, SLV_84), + SLE_CONDSTR(Sign, name, SLE_STR | SLF_ALLOW_CONTROL, 0, SLV_84, SL_MAX_VERSION), + SLE_CONDVAR(Sign, x, SLE_FILE_I16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_5), + SLE_CONDVAR(Sign, y, SLE_FILE_I16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_5), + SLE_CONDVAR(Sign, x, SLE_INT32, SLV_5, SL_MAX_VERSION), + SLE_CONDVAR(Sign, y, SLE_INT32, SLV_5, SL_MAX_VERSION), + SLE_CONDVAR(Sign, owner, SLE_UINT8, SLV_6, SL_MAX_VERSION), + SLE_CONDVAR(Sign, z, SLE_FILE_U8 | SLE_VAR_I32, SL_MIN_VERSION, SLV_164), + SLE_CONDVAR(Sign, z, SLE_INT32, SLV_164, SL_MAX_VERSION), SLE_END() }; @@ -55,12 +55,12 @@ static void Load_SIGN() * - we can't use IsValidCompany() now, so this is fixed in AfterLoadGame() * All signs that were saved are valid (including those with just 'Sign' and INVALID_OWNER). * - so set owner to OWNER_NONE if needed (signs from pre-version 6.1 would be lost) */ - if (IsSavegameVersionBefore(6, 1) || (IsSavegameVersionBefore(83) && si->owner == INVALID_OWNER)) { + if (IsSavegameVersionBefore(SLV_6, 1) || (IsSavegameVersionBefore(SLV_83) && si->owner == INVALID_OWNER)) { si->owner = OWNER_NONE; } /* Signs placed in scenario editor shall now be OWNER_DEITY */ - if (IsSavegameVersionBefore(171) && si->owner == OWNER_NONE && _file_to_saveload.abstract_ftype == FT_SCENARIO) { + if (IsSavegameVersionBefore(SLV_171) && si->owner == OWNER_NONE && _file_to_saveload.abstract_ftype == FT_SCENARIO) { si->owner = OWNER_DEITY; } }