(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)

This commit is contained in:
rubidium
2009-05-17 10:35:13 +00:00
parent 57a7313ea5
commit c0204dc186
5 changed files with 10 additions and 30 deletions

View File

@@ -1583,7 +1583,6 @@ static bool LoadTTDPatchExtraChunks(LoadgameState *ls, int num)
}
extern TileIndex _cur_tileloop_tile;
static uint32 _old_cur_town_ctr;
static const OldChunks main_chunk[] = {
OCL_ASSERT( OC_TTD, 0 ),
OCL_ASSERT( OC_TTO, 0 ),
@@ -1618,7 +1617,7 @@ static const OldChunks main_chunk[] = {
OCL_ASSERT( OC_TTD, 0x4B26 ),
OCL_ASSERT( OC_TTO, 0x3A20 ),
OCL_VAR ( OC_UINT32, 1, &_old_cur_town_ctr ),
OCL_NULL( 4 ), ///< town counter, no longer in use
OCL_NULL( 2 ), ///< timer_counter, no longer in use
OCL_NULL( 2 ), ///< land_code, no longer in use
@@ -1774,9 +1773,6 @@ bool LoadTTDMain(LoadgameState *ls)
/* Fix some general stuff */
_settings_game.game_creation.landscape = _settings_game.game_creation.landscape & 0xF;
/* Remap some pointers */
_cur_town_ctr = RemapTownIndex(_old_cur_town_ctr);
/* Fix the game to be compatible with OpenTTD */
FixOldTowns();
FixOldVehicles();
@@ -1813,8 +1809,6 @@ bool LoadTTOMain(LoadgameState *ls)
_settings_game.game_creation.landscape = 0;
_trees_tick_ctr = 0xFF;
_cur_town_ctr = RemapTownIndex(_old_cur_town_ctr);
if (!FixTTOMapArray() || !FixTTOEngines()) {
DEBUG(oldloader, 0, "Conversion failed");
return false;