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fix compilation on big endian systems
svn-id: r11318
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@ -42,10 +42,10 @@ namespace Sword2 {
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// Quick macro to make swapping in-place easier to write
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#define SWAP32(x) x = SWAP_BYTES_32(x)
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static void convertHeaderEndian(Sword2Engine::_savegameHeader &header) {
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static void convertHeaderEndian(Sword2Engine::SaveGameHeader &header) {
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int i;
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// _savegameHeader
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// SaveGameHeader
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SWAP32(header.checksum);
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SWAP32(header.varLength);
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SWAP32(header.screenId);
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