Use upstream save/load for various unchanged chunks
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@@ -14,49 +14,8 @@
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#include "../safeguards.h"
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static const SaveLoad _engine_renew_desc[] = {
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SLE_VAR(EngineRenew, from, SLE_UINT16),
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SLE_VAR(EngineRenew, to, SLE_UINT16),
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SLE_REF(EngineRenew, next, REF_ENGINE_RENEWS),
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SLE_CONDVAR(EngineRenew, group_id, SLE_UINT16, SLV_60, SL_MAX_VERSION),
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SLE_CONDVAR(EngineRenew, replace_when_old, SLE_BOOL, SLV_175, SL_MAX_VERSION),
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};
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static void Save_ERNW()
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{
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for (EngineRenew *er : EngineRenew::Iterate()) {
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SlSetArrayIndex(er->index);
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SlObject(er, _engine_renew_desc);
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}
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}
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static void Load_ERNW()
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{
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int index;
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while ((index = SlIterateArray()) != -1) {
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EngineRenew *er = new (index) EngineRenew();
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SlObject(er, _engine_renew_desc);
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/* Advanced vehicle lists, ungrouped vehicles got added */
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if (IsSavegameVersionBefore(SLV_60)) {
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er->group_id = ALL_GROUP;
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} else if (IsSavegameVersionBefore(SLV_71)) {
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if (er->group_id == DEFAULT_GROUP) er->group_id = ALL_GROUP;
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}
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}
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}
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static void Ptrs_ERNW()
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{
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for (EngineRenew *er : EngineRenew::Iterate()) {
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SlObject(er, _engine_renew_desc);
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}
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}
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static const ChunkHandler autoreplace_chunk_handlers[] = {
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{ 'ERNW', Save_ERNW, Load_ERNW, Ptrs_ERNW, nullptr, CH_ARRAY },
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MakeUpstreamChunkHandler<'ERNW', GeneralUpstreamChunkLoadInfo>(),
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};
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extern const ChunkHandlerTable _autoreplace_chunk_handlers(autoreplace_chunk_handlers);
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