Codechange: use SL_NULL if you want to store null-bytes or load to nothing
Using SL_ARR for this gives us a bit of trouble later on, where we add a length-field to SL_ARR. This of course is not the intention of SLE_CONDNULL. So better seperate it.
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committed by
Patric Stout

parent
0d2e3437e3
commit
d5cda58158
@@ -573,6 +573,7 @@ enum SaveLoadType : byte {
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SL_STRUCT = 7, ///< Save/load a struct.
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SL_STRUCTLIST = 8, ///< Save/load a list of structs.
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SL_SAVEBYTE = 9, ///< Save (but not load) a byte.
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SL_NULL = 10, ///< Save null-bytes and load to nowhere.
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};
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typedef void *SaveLoadAddrProc(void *base, size_t extra);
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@@ -737,7 +738,7 @@ struct SaveLoad {
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* @param from First savegame version that has the empty space.
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* @param to Last savegame version that has the empty space.
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*/
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#define SLE_CONDNULL(length, from, to) {SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL, length, from, to, 0, nullptr, 0, nullptr}
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#define SLE_CONDNULL(length, from, to) {SL_NULL, SLE_FILE_U8 | SLE_VAR_NULL, length, from, to, 0, nullptr, 0, nullptr}
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/**
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* Only write byte during saving; never read it during loading.
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@@ -895,7 +896,7 @@ struct SaveLoad {
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* @param from First savegame version that has the empty space.
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* @param to Last savegame version that has the empty space.
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*/
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#define SLEG_CONDNULL(length, from, to) {SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL, length, from, to, 0, nullptr, 0, nullptr}
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#define SLEG_CONDNULL(length, from, to) {SL_NULL, SLE_FILE_U8 | SLE_VAR_NULL, length, from, to, 0, nullptr, 0, nullptr}
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/**
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* Checks whether the savegame is below \a major.\a minor.
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