Use valptr for gamesave highest_valid

This commit is contained in:
Kp 2015-06-13 22:42:17 +00:00
parent be34e5a959
commit 3c748c2418

View file

@ -1099,11 +1099,15 @@ static int load_game_data(PHYSFS_file *LoadFile)
int wallnum;
range_for (const auto segnum, highest_valid(Segments))
{
const auto &&segp = vcsegptr(static_cast<segnum_t>(segnum));
for (int sidenum=0;sidenum<6;sidenum++)
if ((wallnum=Segments[segnum].sides[sidenum].wall_num) != -1) {
if ((wallnum = segp->sides[sidenum].wall_num) != -1)
{
Walls[wallnum].segnum = segnum;
Walls[wallnum].sidenum = sidenum;
}
}
}
#ifndef NDEBUG
@ -1554,7 +1558,8 @@ static int save_game_data(PHYSFS_file *SaveFile)
object_offset = PHYSFS_tell(SaveFile);
range_for (const auto i, highest_valid(Objects))
{
write_object(&Objects[i], game_top_fileinfo_version, SaveFile);
const auto &&objp = vcobjptr(static_cast<objnum_t>(i));
write_object(objp, game_top_fileinfo_version, SaveFile);
}
//==================== SAVE WALL INFO =============================