Fix #17466: New object types not packed in save files (#17467)

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Ted John 2022-06-28 19:59:09 +01:00 committed by GitHub
parent c823bf5f7e
commit 854655af55
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2 changed files with 1 additions and 9 deletions

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@ -252,7 +252,7 @@ public:
for (size_t i = 0; i < numObjects; i++)
{
const ObjectRepositoryItem* item = &_objectRepository.GetObjects()[i];
if (item->LoadedObject != nullptr && IsObjectCustom(item) && item->LoadedObject->GetLegacyData() != nullptr)
if (item->LoadedObject != nullptr && IsObjectCustom(item))
{
objects.push_back(item);
}

View File

@ -640,14 +640,6 @@ std::unique_ptr<IObjectRepository> CreateObjectRepository(const std::shared_ptr<
bool IsObjectCustom(const ObjectRepositoryItem* object)
{
Guard::ArgumentNotNull(object);
// Do not count our new object types as custom yet, otherwise the game
// will try to pack them into saved games.
if (object->Type > ObjectType::ScenarioText)
{
return false;
}
switch (object->GetFirstSourceGame())
{
case ObjectSourceGame::RCT1: