Codechange: Use fmt for SlErrorCorruptFmt
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@@ -315,7 +315,7 @@ static void SlNullPointers()
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_sl_version = SAVEGAME_VERSION;
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for (const ChunkHandler &ch : ChunkHandlers()) {
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Debug(sl, 3, "Nulling pointers for {:c}{:c}{:c}{:c}", ch.id >> 24, ch.id >> 16, ch.id >> 8, ch.id);
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Debug(sl, 3, "Nulling pointers for {}", ch.GetName());
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ch.FixPointers();
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}
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@@ -367,27 +367,6 @@ void NORETURN SlErrorCorrupt(const char *msg)
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SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, msg);
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}
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void NORETURN SlErrorCorruptFmt(const char *format, ...) WARN_FORMAT(1, 2);
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/**
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* Issue an SlErrorCorrupt with a format string.
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* @param format format string
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* @param ... arguments to format string
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* @note This function does never return as it throws an exception to
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* break out of all the saveload code.
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*/
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void NORETURN SlErrorCorruptFmt(const char *format, ...)
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{
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va_list ap;
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char msg[256];
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va_start(ap, format);
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vseprintf(msg, lastof(msg), format, ap);
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va_end(ap);
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SlErrorCorrupt(msg);
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}
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typedef void (*AsyncSaveFinishProc)(); ///< Callback for when the savegame loading is finished.
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static std::atomic<AsyncSaveFinishProc> _async_save_finish; ///< Callback to call when the savegame loading is finished.
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@@ -2242,7 +2221,7 @@ static void SlSaveChunk(const ChunkHandler &ch)
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if (ch.type == CH_READONLY) return;
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SlWriteUint32(ch.id);
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Debug(sl, 2, "Saving chunk {:c}{:c}{:c}{:c}", ch.id >> 24, ch.id >> 16, ch.id >> 8, ch.id);
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Debug(sl, 2, "Saving chunk {}", ch.GetName());
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_sl.block_mode = ch.type;
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_sl.expect_table_header = (_sl.block_mode == CH_TABLE || _sl.block_mode == CH_SPARSE_TABLE);
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@@ -2331,7 +2310,7 @@ static void SlFixPointers()
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_sl.action = SLA_PTRS;
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for (const ChunkHandler &ch : ChunkHandlers()) {
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Debug(sl, 3, "Fixing pointers for {:c}{:c}{:c}{:c}", ch.id >> 24, ch.id >> 16, ch.id >> 8, ch.id);
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Debug(sl, 3, "Fixing pointers for {}", ch.GetName());
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ch.FixPointers();
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}
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