(svn r16329) -Fix: possible desync when removing lots of towns in-game (not that we allow removing towns now, but better not have desync prone code lingering around)
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@@ -1583,7 +1583,6 @@ static bool LoadTTDPatchExtraChunks(LoadgameState *ls, int num)
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}
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extern TileIndex _cur_tileloop_tile;
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static uint32 _old_cur_town_ctr;
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static const OldChunks main_chunk[] = {
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OCL_ASSERT( OC_TTD, 0 ),
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OCL_ASSERT( OC_TTO, 0 ),
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@@ -1618,7 +1617,7 @@ static const OldChunks main_chunk[] = {
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OCL_ASSERT( OC_TTD, 0x4B26 ),
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OCL_ASSERT( OC_TTO, 0x3A20 ),
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OCL_VAR ( OC_UINT32, 1, &_old_cur_town_ctr ),
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OCL_NULL( 4 ), ///< town counter, no longer in use
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OCL_NULL( 2 ), ///< timer_counter, no longer in use
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OCL_NULL( 2 ), ///< land_code, no longer in use
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@@ -1774,9 +1773,6 @@ bool LoadTTDMain(LoadgameState *ls)
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/* Fix some general stuff */
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_settings_game.game_creation.landscape = _settings_game.game_creation.landscape & 0xF;
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/* Remap some pointers */
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_cur_town_ctr = RemapTownIndex(_old_cur_town_ctr);
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/* Fix the game to be compatible with OpenTTD */
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FixOldTowns();
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FixOldVehicles();
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@@ -1813,8 +1809,6 @@ bool LoadTTOMain(LoadgameState *ls)
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_settings_game.game_creation.landscape = 0;
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_trees_tick_ctr = 0xFF;
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_cur_town_ctr = RemapTownIndex(_old_cur_town_ctr);
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if (!FixTTOMapArray() || !FixTTOEngines()) {
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DEBUG(oldloader, 0, "Conversion failed");
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return false;
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