Codechange: Convert saveload numbers to enum values.
(This was mostly achieved with a few in-place regexes)
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@@ -22,8 +22,8 @@ static uint32 _map_dim_x;
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static uint32 _map_dim_y;
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static const SaveLoadGlobVarList _map_dimensions[] = {
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SLEG_CONDVAR(_map_dim_x, SLE_UINT32, 6, SL_MAX_VERSION),
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SLEG_CONDVAR(_map_dim_y, SLE_UINT32, 6, SL_MAX_VERSION),
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SLEG_CONDVAR(_map_dim_x, SLE_UINT32, SLV_6, SL_MAX_VERSION),
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SLEG_CONDVAR(_map_dim_y, SLE_UINT32, SLV_6, SL_MAX_VERSION),
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SLEG_END()
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};
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@@ -126,7 +126,7 @@ static void Load_MAP2()
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for (TileIndex i = 0; i != size;) {
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SlArray(buf, MAP_SL_BUF_SIZE,
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/* In those versions the m2 was 8 bits */
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IsSavegameVersionBefore(5) ? SLE_FILE_U8 | SLE_VAR_U16 : SLE_UINT16
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IsSavegameVersionBefore(SLV_5) ? SLE_FILE_U8 | SLE_VAR_U16 : SLE_UINT16
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);
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for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _m[i++].m2 = buf[j];
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}
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@@ -218,7 +218,7 @@ static void Load_MAP6()
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SmallStackSafeStackAlloc<byte, MAP_SL_BUF_SIZE> buf;
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TileIndex size = MapSize();
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if (IsSavegameVersionBefore(42)) {
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if (IsSavegameVersionBefore(SLV_42)) {
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for (TileIndex i = 0; i != size;) {
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/* 1024, otherwise we overflow on 64x64 maps! */
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SlArray(buf, 1024, SLE_UINT8);
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