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Oops, fixed some problems with the last commit
svn-id: r29817
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dd2386cde4
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@ -1238,9 +1238,7 @@ void Winnie::loadGame() {
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if (!(infile = _vm->getSaveFileMan()->openForLoading(szFile)))
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return;
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if (infile->readUint32BE() != MKID_BE('WINN')) {
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error("Winnie::loadGame wrong save game format");
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if (infile->readUint32BE() == MKID_BE('WINN')) {
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saveVersion = infile->readByte();
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if (saveVersion != WTP_SAVEGAME_VERSION)
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warning("Old save game version (%d, current version is %d). Will try and read anyway, but don't be surprised if bad things happen", saveVersion, WTP_SAVEGAME_VERSION);
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@ -1257,7 +1255,10 @@ void Winnie::loadGame() {
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// Note that the original saves variables as 16-bit integers, but only 8 bits are used.
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// Since we read the save file data as little-endian, we skip the first byte of each
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// variable
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infile->readUint16LE(); // skip unused field
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// First 16 bits are an unused field, and they have already been read from the
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// header check above
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infile->readByte(); // first 8 bits of fSound
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_game.fSound = infile->readByte();
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infile->readByte(); // first 8 bits of nMoves
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@ -1285,8 +1286,9 @@ void Winnie::loadGame() {
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for(i = 0; i < IDI_WTP_MAX_ROOM_OBJ; i++)
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_game.iObjRoom[i] = infile->readByte();
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// Note that saved games from the original interpreter have 2 more fields here which are
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// ignored
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// Note that saved games from the original interpreter have 2 more 16-bit fields here
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// which are ignored
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delete infile;
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}
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