(svn r14949) -Cleanup: pointer coding style
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@@ -730,7 +730,7 @@ bool AfterLoadGame()
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}
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if (CheckSavegameVersion(42)) {
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Vehicle* v;
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Vehicle *v;
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for (TileIndex t = 0; t < map_size; t++) {
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if (MayHaveBridgeAbove(t)) ClearBridgeMiddle(t);
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@@ -331,7 +331,7 @@ static StringID *_old_vehicle_names = NULL;
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static void FixOldVehicles()
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{
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Vehicle* v;
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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v->name = CopyFromOldName(_old_vehicle_names[v->index]);
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@@ -68,7 +68,7 @@ static struct {
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WriterProc *write_bytes; ///< savegame writer function
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ReaderProc *read_bytes; ///< savegame loader function
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const ChunkHandler* const *chs; ///< the chunk of data that is being processed atm (vehicles, signs, etc.)
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const ChunkHandler * const *chs; ///< the chunk of data that is being processed atm (vehicles, signs, etc.)
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/* When saving/loading savegames, they are always saved to a temporary memory-place
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* to be flushed to file (save) or to final place (load) when full. */
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@@ -696,8 +696,8 @@ void SlArray(void *array, size_t length, VarType conv)
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}
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static uint ReferenceToInt(const void* obj, SLRefType rt);
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static void* IntToReference(uint index, SLRefType rt);
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static uint ReferenceToInt(const void *obj, SLRefType rt);
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static void *IntToReference(uint index, SLRefType rt);
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/**
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@@ -1014,7 +1014,7 @@ static void SlSaveChunk(const ChunkHandler *ch)
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static void SlSaveChunks()
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{
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const ChunkHandler *ch;
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const ChunkHandler* const *chsc;
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const ChunkHandler * const *chsc;
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uint p;
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for (p = 0; p != CH_NUM_PRI_LEVELS; p++) {
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