Performance improvements to savegame loading
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@@ -679,24 +679,9 @@ size_t SlCalcObjLength(const void *object, const SaveLoad *sld);
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byte SlReadByte();
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void SlWriteByte(byte b);
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static inline int SlReadUint16()
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{
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int x = SlReadByte() << 8;
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return x | SlReadByte();
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}
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static inline uint32 SlReadUint32()
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{
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uint32 x = SlReadUint16() << 16;
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return x | SlReadUint16();
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}
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static inline uint64 SlReadUint64()
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{
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uint32 x = SlReadUint32();
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uint32 y = SlReadUint32();
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return (uint64)x << 32 | y;
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}
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int SlReadUint16();
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uint32 SlReadUint32();
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uint64 SlReadUint64();
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static inline void SlWriteUint16(uint16 v)
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{
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@@ -716,15 +701,7 @@ static inline void SlWriteUint64(uint64 x)
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SlWriteUint32((uint32)x);
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}
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/**
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* Read in bytes from the file/data structure but don't do
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* anything with them, discarding them in effect
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* @param length The amount of bytes that is being treated this way
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*/
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static inline void SlSkipBytes(size_t length)
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{
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for (; length != 0; length--) SlReadByte();
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}
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void SlSkipBytes(size_t length);
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size_t SlGetBytesRead();
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size_t SlGetBytesWritten();
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