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@ -335,6 +335,7 @@ enum SaveLoadVersion : uint16 {
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SLV_RIFF_TO_ARRAY, ///< 294 PR#9375 Changed many CH_RIFF chunks to CH_ARRAY chunks.
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SLV_TABLE_CHUNKS, ///< 295 PR#9322 Introduction of CH_TABLE and CH_SPARSE_TABLE.
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SLV_SCRIPT_INT64, ///< 296 PR#9415 SQInteger is 64bit but was saved as 32bit.
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SL_MAX_VERSION, ///< Highest possible saveload version
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};
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@ -39,7 +39,7 @@
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* data from the loaded game.
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* - Finally, #Start is called to start execution of the script.
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*
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* See also http://wiki.openttd.org/AI:Save/Load for more details.
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* See also https://wiki.openttd.org/en/Development/Script/Save%20and%20Load for more details.
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*
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* @api ai game
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*/
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@ -91,7 +91,7 @@ public:
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* notified of the call. To avoid race-conditions between #Save and the
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* other script code, change variables directly after a #Sleep, it is
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* very unlikely, to get interrupted at that point in the execution.
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* See also http://wiki.openttd.org/AI:Save/Load for more details.
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* See also https://wiki.openttd.org/en/Development/Script/Save%20and%20Load for more details.
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*
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* @note No other information is saved than the table returned by #Save.
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* For example all pending events are lost as soon as the game is loaded.
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@ -364,8 +364,8 @@ static const SaveLoad _script_byte[] = {
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SQInteger res;
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sq_getinteger(vm, index, &res);
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if (!test) {
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int value = (int)res;
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SlCopy(&value, 1, SLE_INT32);
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int64 value = (int64)res;
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SlCopy(&value, 1, SLE_INT64);
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}
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return true;
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}
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@ -564,8 +564,8 @@ bool ScriptInstance::IsPaused()
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SlObject(nullptr, _script_byte);
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switch (_script_sl_byte) {
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case SQSL_INT: {
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int value;
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SlCopy(&value, 1, SLE_INT32);
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int64 value;
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SlCopy(&value, 1, IsSavegameVersionBefore(SLV_SCRIPT_INT64) ? SLE_INT32 : SLE_INT64);
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if (vm != nullptr) sq_pushinteger(vm, (SQInteger)value);
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return true;
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}
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