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https://github.com/GabsPuNs/Project-Zenith-Main.git
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@@ -182,7 +182,7 @@ void GameRuleManager::loadGameRules(LevelGenerationOptions *lgo, BYTE *dIn, UINT
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dis.read(compr_content);
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Compression::getCompression()->SetDecompressionType( static_cast<Compression::ECompressionTypes>(compression_type) );
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Compression::getCompression()->DecompressZSTDRLE( content.data, &content.length,
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Compression::getCompression()->DecompressLZXRLE( content.data, &content.length,
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compr_content.data, compr_content.length);
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Compression::getCompression()->SetDecompressionType( SAVE_FILE_PLATFORM_LOCAL );
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@@ -301,7 +301,7 @@ void GameRuleManager::saveGameRules(BYTE **dOut, UINT *dSize)
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// Compress compr_dos and write to dos.
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byteArray compr_ba(new BYTE[ compr_baos.buf.length ], compr_baos.buf.length);
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Compression::getCompression()->CompressZSTDRLE( compr_ba.data, &compr_ba.length,
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Compression::getCompression()->CompressLZXRLE( compr_ba.data, &compr_ba.length,
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compr_baos.buf.data, compr_baos.buf.length );
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app.DebugPrintf("\tcompr_ba.length=%d.\n\tcompr_baos.buf.length=%d.\n",
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@@ -434,8 +434,8 @@ bool GameRuleManager::readRuleFile(LevelGenerationOptions *lgo, BYTE *dIn, UINT
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#ifndef _CONTENT_PACKAGE
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assert( compressionType == APPROPRIATE_COMPRESSION_TYPE );
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#endif
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// 4J-JEV: DecompressZSTDRLE uses the correct platform specific compression type. (need to assert that the data is compressed with it though).
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Compression::getCompression()->DecompressZSTDRLE(decompressedBuffer.data, &decompressedBuffer.length, compressedBuffer.data, compressedSize);
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// 4J-JEV: DecompressLZXRLE uses the correct platform specific compression type. (need to assert that the data is compressed with it though).
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Compression::getCompression()->DecompressLZXRLE(decompressedBuffer.data, &decompressedBuffer.length, compressedBuffer.data, compressedSize);
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break;
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/* 4J-JEV:
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Each platform has only 1 method of compression, 'compression.h' file deals with it.
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