Move ai_save_state *_rw onto stack
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8e0e19cd27
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4d877c5d67
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@ -4482,21 +4482,17 @@ int ai_save_state(PHYSFS_file *fp)
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//PHYSFS_write(fp, Ai_local_info, sizeof(ai_local) * MAX_OBJECTS, 1);
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for (i = 0; i < MAX_OBJECTS; i++)
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{
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ai_local_rw *ail_rw;
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CALLOC(ail_rw, ai_local_rw, 1);
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state_ai_local_to_ai_local_rw(&Ai_local_info[i], ail_rw);
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PHYSFS_write(fp, ail_rw, sizeof(ai_local_rw), 1);
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d_free(ail_rw);
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ai_local_rw ail_rw;
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state_ai_local_to_ai_local_rw(&Ai_local_info[i], &ail_rw);
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PHYSFS_write(fp, &ail_rw, sizeof(ail_rw), 1);
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}
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PHYSFS_write(fp, Point_segs, sizeof(point_seg) * MAX_POINT_SEGS, 1);
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//PHYSFS_write(fp, Ai_cloak_info, sizeof(ai_cloak_info) * MAX_AI_CLOAK_INFO, 1);
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for (i = 0; i < MAX_AI_CLOAK_INFO; i++)
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{
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ai_cloak_info_rw *aic_rw;
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CALLOC(aic_rw, ai_cloak_info_rw, 1);
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state_ai_cloak_info_to_ai_cloak_info_rw(&Ai_cloak_info[i], aic_rw);
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PHYSFS_write(fp, aic_rw, sizeof(ai_cloak_info_rw), 1);
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d_free(aic_rw);
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ai_cloak_info_rw aic_rw;
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state_ai_cloak_info_to_ai_cloak_info_rw(&Ai_cloak_info[i], &aic_rw);
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PHYSFS_write(fp, &aic_rw, sizeof(aic_rw), 1);
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}
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if (Boss_cloak_start_time - GameTime64 < F1_0*(-18000))
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tmptime32 = F1_0*(-18000);
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