Use valptr for gamesave highest_valid
This commit is contained in:
parent
be34e5a959
commit
3c748c2418
|
@ -1099,12 +1099,16 @@ 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 =============================
|
||||
|
|
Loading…
Reference in a new issue