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authorMax Horn2005-10-21 23:01:13 +0000
committerMax Horn2005-10-21 23:01:13 +0000
commitffc5e1718f69954d08802ee3a134861b859f76a5 (patch)
tree654a9d7997839aeaf3a5f72335da99ac4e107167 /scumm/saveload.cpp
parent1185f51388ba146e300429516093d77f06b6ecdf (diff)
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Started to make the save/load system slightly more object oriented
svn-id: r19224
Diffstat (limited to 'scumm/saveload.cpp')
-rw-r--r--scumm/saveload.cpp11
1 files changed, 2 insertions, 9 deletions
diff --git a/scumm/saveload.cpp b/scumm/saveload.cpp
index c5737939d5..fd94c22b71 100644
--- a/scumm/saveload.cpp
+++ b/scumm/saveload.cpp
@@ -625,7 +625,6 @@ void ScummEngine::saveOrLoad(Serializer *s, uint32 savegameVersion) {
MKEND()
};
- const SaveLoadEntry *actorEntries = Actor::getSaveLoadEntries();
const SaveLoadEntry *soundEntries = _sound->getSaveLoadEntries();
const SaveLoadEntry verbEntries[] = {
@@ -951,14 +950,8 @@ void ScummEngine::saveOrLoad(Serializer *s, uint32 savegameVersion) {
//
// Save/load actors
//
- if (s->isLoading()) {
- // Not all actor data is saved; so when loading, we first reset
- // all actors, to ensure completely reproducible behaviour (else,
- // some not saved value in the actor class can cause odd things)
- for (i = 0; i < _numActors; i++)
- _actors[i].initActor(-1);
- }
- s->saveLoadArrayOf(_actors, _numActors, sizeof(_actors[0]), actorEntries);
+ for (i = 0; i < _numActors; i++)
+ _actors[i].saveLoadWithSerializer(s);
//