Mercurial > hg > openttd
changeset 5024:7df29e14767e draft
(svn r7065) Use simple assignment instead of memcpy()
author | tron <tron@openttd.org> |
---|---|
date | Sun, 05 Nov 2006 08:24:52 +0000 |
parents | 0d126a226159 |
children | 531be72c6bf8 |
files | genworld_gui.c newgrf.c openttd.c settings_gui.c sound.c |
diffstat | 5 files changed, 7 insertions(+), 7 deletions(-) [+] |
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--- a/genworld_gui.c +++ b/genworld_gui.c @@ -163,7 +163,7 @@ /* Copy all XXX_newgame to XXX */ UpdatePatches(); _opt_ptr = &_opt; - memcpy(_opt_ptr, &_opt_newgame, sizeof(GameOptions)); + *_opt_ptr = _opt_newgame; /* Load the right landscape stuff */ GfxLoadSprites();
--- a/newgrf.c +++ b/newgrf.c @@ -1272,7 +1272,7 @@ FileEntry *oldfe = GetSound(orig_sound); /* Literally copy the data of the new sound over the original */ - memcpy(oldfe, newfe, sizeof(*oldfe)); + *oldfe = *newfe; } } break; @@ -2939,7 +2939,7 @@ grfmsg(GMS_NOTICE, "ImportGRFSound: Copying sound %d (%d) from file %X", sound, file->sound_offset + sound, grfid); - memcpy(se, GetSound(file->sound_offset + sound), sizeof(*se)); + *se = *GetSound(file->sound_offset + sound); /* Reset volume and priority, which TTDPatch doesn't copy */ se->volume = 128;
--- a/openttd.c +++ b/openttd.c @@ -456,7 +456,7 @@ /* Make sure _patches is filled with _patches_newgame if we switch to a game directly */ if (_switch_mode != SM_NONE) { - memcpy(&_opt, &_opt_newgame, sizeof(_opt)); + _opt = _opt_newgame; GfxLoadSprites(); UpdatePatches(); } @@ -662,7 +662,7 @@ } _opt_ptr = &_opt; - memcpy(&_opt_ptr->diff, &_opt_newgame.diff, sizeof(_opt_ptr->diff)); + _opt_ptr->diff = _opt_newgame.diff; _opt.diff_level = _opt_newgame.diff_level; // Inititalize data
--- a/settings_gui.c +++ b/settings_gui.c @@ -554,7 +554,7 @@ DeleteWindowById(WC_GAME_OPTIONS, 0); /* Copy current settings (ingame or in intro) to temporary holding place * change that when setting stuff, copy back on clicking 'OK' */ - memcpy(&_opt_mod_temp, _opt_ptr, sizeof(GameOptions)); + _opt_mod_temp = *_opt_ptr; AllocateWindowDesc(&_game_difficulty_desc); }