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-rw-r--r--engines/sci/engine/savegame.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/engines/sci/engine/savegame.cpp b/engines/sci/engine/savegame.cpp
index f44af2b1cd..83f65db81c 100644
--- a/engines/sci/engine/savegame.cpp
+++ b/engines/sci/engine/savegame.cpp
@@ -756,6 +756,22 @@ EngineState *gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
// FIXME: Do in-place loading at some point, instead of creating a new EngineState instance from scratch.
retval = new EngineState(s->resmgr, s->_version, s->_flags);
+ // static parser information:
+ assert(0 == retval->_vocabulary);
+ retval->_vocabulary = s->_vocabulary;
+// s->_vocabulary = 0; // FIXME: We should set s->_vocabulary to 0 here,
+// else it could be freed when the old EngineState is freed. Luckily, this freeing currently
+// never happens, so we don't need to.
+
+ retval->parser_base = make_reg(s->sys_strings_segment, SYS_STRING_PARSER_BASE);
+
+ // static VM/Kernel information:
+ assert(0 == retval->_kernel);
+ retval->_kernel = s->_kernel;
+// s->_kernel = 0; // FIXME: We should set s->_kernel to 0 here,
+// else it could be freed when the old EngineState is freed. Luckily, this freeing currently
+// never happens, so we don't need to.
+
// Copy some old data
retval->gfx_state = s->gfx_state;
retval->sound_mute = s->sound_mute;
@@ -813,22 +829,6 @@ EngineState *gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
retval->last_wait_time = g_system->getMillis();
retval->game_start_time = g_system->getMillis() - retval->game_time * 1000;
- // static parser information:
- assert(0 == retval->_vocabulary);
- retval->_vocabulary = s->_vocabulary;
-// s->_vocabulary = 0; // FIXME: We should set s->_vocabulary to 0 here,
-// else it could be freed when the old EngineState is freed. Luckily, this freeing currently
-// never happens, so we don't need to.
-
- retval->parser_base = make_reg(s->sys_strings_segment, SYS_STRING_PARSER_BASE);
-
- // static VM/Kernel information:
- assert(0 == retval->_kernel);
- retval->_kernel = s->_kernel;
-// s->_kernel = 0; // FIXME: We should set s->_kernel to 0 here,
-// else it could be freed when the old EngineState is freed. Luckily, this freeing currently
-// never happens, so we don't need to.
-
// Copy breakpoint information from current game instance
retval->have_bp = s->have_bp;
retval->bp_list = s->bp_list;