Script variables are now always stored in the game version's native endianess.
This should make Woodruff playable on big-endian systems. svn-id: r32352
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34 changed files with 755 additions and 259 deletions
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@ -44,7 +44,7 @@ int32 Parse::encodePtr(byte *ptr, int type) {
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offset = ptr - _vm->_game->_totFileData;
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break;
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case kInterVar:
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offset = ptr - _vm->_global->_inter_variables;
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offset = ptr - ((byte *) _vm->_inter->_variables->getAddressOff8(0, 0));
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break;
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case kResStr:
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offset = ptr - ((byte *) _vm->_global->_inter_resStr);
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@ -64,7 +64,7 @@ byte *Parse::decodePtr(int32 n) {
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ptr = _vm->_game->_totFileData;
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break;
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case kInterVar:
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ptr = _vm->_global->_inter_variables;
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ptr = (byte *) _vm->_inter->_variables->getAddressOff8(0, 0);
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break;
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case kResStr:
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ptr = (byte *) _vm->_global->_inter_resStr;
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