Codechange: Place gamelog into its own class, along with internal data.
Data is now stored in vectors to avoid manual memory management and passing lengths around.
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@@ -241,7 +241,7 @@ static void WriteSavegameInfo(const char *name)
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byte ever_modified = 0;
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bool removed_newgrfs = false;
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GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
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_gamelog.Info(&last_ottd_rev, &ever_modified, &removed_newgrfs);
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std::string message;
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message.reserve(1024);
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@@ -311,7 +311,7 @@ static void ShutdownGame()
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Game::Uninitialize(false);
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/* Uninitialize variables that are allocated dynamically */
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GamelogReset();
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_gamelog.Reset();
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LinkGraphSchedule::Clear();
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PoolBase::Clean(PT_ALL);
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