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Codechange: use proper names for SLV_1 - SLV_19 (#15750)
* Codechange: rename SLV_1 to SLV_BIG_CURRENCY * Codechange: rename SLV_2 to SLV_VEHICLE_CURRENCY_STATION_CHANGES * Codechange: rename SLV_3 to SLV_BIGGER_STATION_VARIABLES * Codechange: rename SLV_4 to SLV_TOWN_TOLERANCE_PAUSE_MODE * Codechange: rename SLV_5 to SLV_BIG_MAP * Codechange: rename SLV_6 to SLV_MULTIPLE_ROAD_STOPS * Codechange: rename SLV_7 to SLV_LARGER_CARGO_SOURCE * Codechange: rename SLV_8 to SLV_LARGER_UNIT_NUMBER * Codechange: rename SLV_9 to SLV_LARGER_TOWN_CARGO_STATISTICS * Codechange: rename SLV_10 to SLV_LARGER_TOWN_COUNTER * Codechange: rename SLV_11 to SLV_LARGER_TOWN_ITERATOR * Codechange: rename SLV_12 to SLV_LINK_WAYPOINT_TO_TOWN * Codechange: rename SLV_13 to SLV_LARGER_AI_STATE_COUNTER * Codechange: rename SLV_14 to SLV_TRANSFER_ORDER * Codechange: rename SLV_15 to SLV_MOVE_SEMAPHORE_BITS * Codechange: rename SLV_16 to SLV_ENGINE_RENEW * Codechange: rename SLV_17 to SLV_STORE_WAYPOINT_ID_IN_MAP * Codechange: rename SLV_18 to SLV_REMOVE_MINOR_VERSION * Codechange: rename SLV_19 to SLV_ENGINE_RENEW_POOL
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@@ -39,7 +39,7 @@ struct ANITChunkHandler : ChunkHandler {
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if (IsSavegameVersionBefore(SLV_80)) {
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/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
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TileIndex anim_list[256];
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SlCopy(anim_list, 256, IsSavegameVersionBefore(SLV_6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
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SlCopy(anim_list, 256, IsSavegameVersionBefore(SLV_MULTIPLE_ROAD_STOPS) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
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for (int i = 0; i < 256; i++) {
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if (anim_list[i] == 0) break;
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