Fix #7925: Reset temporary saveload data at the start of loading a savegame instead of at the end.
Otherwise temporary data may be passed from an aborted load action to the next load action.
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committed by
Niels Martin Hansen

parent
41163331aa
commit
a4be4514c9
@@ -2377,6 +2377,16 @@ void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settin
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extern bool AfterLoadGame();
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extern bool LoadOldSaveGame(const char *file);
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/**
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* Clear temporary data that is passed between various saveload phases.
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*/
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static void ResetSaveloadData()
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{
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ResetTempEngineData();
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ResetLabelMaps();
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ResetOldWaypoints();
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}
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/**
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* Clear/free saveload state.
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*/
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@@ -2623,6 +2633,8 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
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_next_offs = 0;
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if (!load_check) {
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ResetSaveloadData();
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/* Old maps were hardcoded to 256x256 and thus did not contain
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* any mapsize information. Pre-initialize to 256x256 to not to
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* confuse old games */
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@@ -2727,6 +2739,8 @@ SaveOrLoadResult SaveOrLoad(const char *filename, SaveLoadOperation fop, Detaile
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try {
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/* Load a TTDLX or TTDPatch game */
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if (fop == SLO_LOAD && dft == DFT_OLD_GAME_FILE) {
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ResetSaveloadData();
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InitializeGame(256, 256, true, true); // set a mapsize of 256x256 for TTDPatch games or it might get confused
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/* TTD/TTO savegames have no NewGRFs, TTDP savegame have them
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