Use underlying type for state_game_id

This avoids the need for a header to declare it.
This commit is contained in:
Kp 2013-10-26 03:40:25 +00:00
parent e4d0d345c9
commit fdd2dd65c7
2 changed files with 2 additions and 2 deletions

View file

@ -48,7 +48,7 @@ extern "C" {
int state_save_all(int secret_save, const char *filename_override, int blind_save);
int state_restore_all(int in_game, int secret_restore, const char *filename_override);
extern uint state_game_id;
extern unsigned state_game_id;
extern int state_quick_item;
int state_save_all_sub(const char *filename, const char *desc);

View file

@ -106,7 +106,7 @@ int sc_last_item= 0;
static const char dgss_id[4] = {'D', 'G', 'S', 'S'};
uint state_game_id;
unsigned state_game_id;
// Following functions convert object to object_rw and back to be written to/read from Savegames. Mostly object differs to object_rw in terms of timer values (fix/fix64). as we reset GameTime64 for writing so it can fit into fix it's not necessary to increment savegame version. But if we once store something else into object which might be useful after restoring, it might be handy to increment Savegame version and actually store these new infos.
// turn object to object_rw to be saved to Savegame.