Load/Save palette correctly in HE99 games.
Save actor shadows in HE games. svn-id: r19231
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4079dd03b1
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5 changed files with 7 additions and 5 deletions
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@ -2196,6 +2196,8 @@ void Actor::saveLoadWithSerializer(Serializer *ser) {
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MKLINE(Actor, _needBgReset, sleByte, VER(8)),
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MKLINE(Actor, _costumeNeedsInit, sleByte, VER(8)),
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MKLINE(Actor, _heCondMask, sleUint32, VER(38)),
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MKLINE(Actor, _hePaletteNum, sleUint32, VER(59)),
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MKLINE(Actor, _heXmapNum, sleUint32, VER(59)),
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MKLINE(Actor, _talkPosY, sleInt16, VER(8)),
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MKLINE(Actor, _talkPosX, sleInt16, VER(8)),
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@ -133,12 +133,12 @@ public:
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CostumeData _cost;
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/* HE specific */
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int32 _heXmapNum;
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byte _hePaletteNum;
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bool _heNoTalkAnimation;
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bool _heSkipLimbs;
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bool _heTalking;
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uint32 _heCondMask;
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uint32 _hePaletteNum;
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uint32 _heXmapNum;
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AuxBlock _auxBlock;
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@ -1270,7 +1270,7 @@ void ScummEngine_v90he::saveOrLoad(Serializer *s, uint32 savegameVersion) {
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void ScummEngine_v99he::saveOrLoad(Serializer *s, uint32 savegameVersion) {
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ScummEngine_v90he::saveOrLoad(s, savegameVersion);
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s->saveLoadArrayOf(_hePalettes, _numPalettes, sizeof(_hePalettes[0]), sleUint8);
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s->saveLoadArrayOf(_hePalettes, (_numPalettes + 1) * 1024, sizeof(_hePalettes[0]), sleUint8);
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}
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void ScummEngine_v100he::saveOrLoad(Serializer *s, uint32 savegameVersion) {
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@ -45,7 +45,7 @@ namespace Scumm {
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* only saves/loads those which are valid for the version of the savegame
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* which is being loaded/saved currently.
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*/
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#define CURRENT_VER 58
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#define CURRENT_VER 59
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/**
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* An auxillary macro, used to specify savegame versions. We use this instead
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@ -504,7 +504,7 @@ dec_sub2: w -= code;
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*dstPtr++ = palPtr[*dataPtr];
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}
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}
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*dataPtr++;
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dataPtr++;
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} else {
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dec_sub3: w -= code;
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if (w < 0) {
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