Change: rework several CH_RIFF chunks to use CH_ARRAY instead
This adds two byte extra to those chunks, and might feel a bit silly at first. But in later changes we will prefix CH_ARRAY with a table header, and then this change shines. Without this, we could still add headers to these chunks, but any external reader wouldn't know if the CH_RIFF has them or not. This way is much more practical, as they are now more like any other chunk.
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committed by
Patric Stout
parent
b9ab9e4d05
commit
88edfd4ef1
@@ -57,14 +57,14 @@ static void Load_GSDT()
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/* Free all current data */
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GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(nullptr);
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if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;
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if (SlIterateArray() == -1) return;
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_game_saveload_version = -1;
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SlObject(nullptr, _game_script);
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if (_networking && !_network_server) {
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GameInstance::LoadEmpty();
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if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
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if (SlIterateArray() != -1) SlErrorCorrupt("Too many GameScript configs");
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return;
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}
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@@ -99,7 +99,7 @@ static void Load_GSDT()
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Game::StartNew();
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Game::Load(_game_saveload_version);
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if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
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if (SlIterateArray() != -1) SlErrorCorrupt("Too many GameScript configs");
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}
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static void Save_GSDT()
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