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Fix: savegame compatibility
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6004 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -21,6 +21,7 @@ extern CHAR16 zTrackingNumber[16];
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// Keeps track of the saved game version. Increment the saved game version whenever
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// Keeps track of the saved game version. Increment the saved game version whenever
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// you will invalidate the saved game file
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// you will invalidate the saved game file
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#define MODULARIZED_AI 140 // Flugente: new savegame version due to modularized AI
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#define MILITIA_EQUIPMENT 139 // Flugente: militia can equip from sector inventory
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#define MILITIA_EQUIPMENT 139 // Flugente: militia can equip from sector inventory
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#define MULTITURN_ACTIONS 138 // Flugente: multiturn actions
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#define MULTITURN_ACTIONS 138 // Flugente: multiturn actions
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#define EXTERNALISED_MERCHANTS 137 // Flugente: increased the number of merchants and externalised their data
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#define EXTERNALISED_MERCHANTS 137 // Flugente: increased the number of merchants and externalised their data
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@@ -58,7 +59,7 @@ extern CHAR16 zTrackingNumber[16];
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#define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes
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#define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes
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#define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system
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#define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system
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#define SAVE_GAME_VERSION MILITIA_EQUIPMENT
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#define SAVE_GAME_VERSION MODULARIZED_AI
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//#define RUSSIANGOLD
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//#define RUSSIANGOLD
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#ifdef __cplusplus
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#ifdef __cplusplus
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@@ -1272,7 +1272,8 @@ public:
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INT16 bAIIndex; // PlanFactory from the modularized tactical AI that shall be used
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INT16 bAIIndex; // PlanFactory from the modularized tactical AI that shall be used
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// Flugente: Decrease this filler by 1 for each new UINT8 / BOOLEAN variable, so we can maintain savegame compatibility!!
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// Flugente: Decrease this filler by 1 for each new UINT8 / BOOLEAN variable, so we can maintain savegame compatibility!!
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UINT8 ubFiller[11];
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// Note that we also have to account for padding, so you might need to substract more than just the size of the new variables
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UINT8 ubFiller[10];
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#ifdef JA2UB
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#ifdef JA2UB
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//ja25
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//ja25
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