Codechange: Store GS lang texts in std::strings.
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@@ -113,23 +113,23 @@ static void Save_GSDT()
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extern GameStrings *_current_data;
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static const char *_game_saveload_string;
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static std::string _game_saveload_string;
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static uint _game_saveload_strings;
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static const SaveLoad _game_language_header[] = {
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SLEG_STR(_game_saveload_string, SLE_STR),
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SLEG_VAR(_game_saveload_strings, SLE_UINT32),
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SLE_END()
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SLEG_SSTR(_game_saveload_string, SLE_STR),
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SLEG_VAR(_game_saveload_strings, SLE_UINT32),
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SLE_END()
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};
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static const SaveLoad _game_language_string[] = {
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SLEG_STR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
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SLE_END()
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SLEG_SSTR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
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SLE_END()
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};
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static void SaveReal_GSTR(const LanguageStrings *ls)
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{
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_game_saveload_string = ls->language;
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_game_saveload_string = ls->language.c_str();
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_game_saveload_strings = (uint)ls->lines.size();
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SlObject(nullptr, _game_language_header);
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@@ -145,13 +145,13 @@ static void Load_GSTR()
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_current_data = new GameStrings();
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while (SlIterateArray() != -1) {
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_game_saveload_string = nullptr;
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_game_saveload_string.clear();
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SlObject(nullptr, _game_language_header);
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std::unique_ptr<LanguageStrings> ls(new LanguageStrings(_game_saveload_string != nullptr ? _game_saveload_string : ""));
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LanguageStrings ls(_game_saveload_string);
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for (uint i = 0; i < _game_saveload_strings; i++) {
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SlObject(nullptr, _game_language_string);
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ls->lines.emplace_back(_game_saveload_string != nullptr ? _game_saveload_string : "");
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ls.lines.emplace_back(_game_saveload_string);
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}
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_current_data->raw_strings.push_back(std::move(ls));
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@@ -174,7 +174,7 @@ static void Save_GSTR()
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for (uint i = 0; i < _current_data->raw_strings.size(); i++) {
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SlSetArrayIndex(i);
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SlAutolength((AutolengthProc *)SaveReal_GSTR, _current_data->raw_strings[i].get());
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SlAutolength((AutolengthProc *)SaveReal_GSTR, &_current_data->raw_strings[i]);
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}
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}
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