CAreaLoader: Make use of unsigned stream helpers

Same behavior, minus all the implicit sign conversions.
This commit is contained in:
Lioncash 2020-06-18 19:35:09 -04:00
parent d646b896e1
commit 59cfe6fc02
1 changed files with 122 additions and 126 deletions

View File

@ -8,6 +8,7 @@
#include <Common/CFourCC.h>
#include <algorithm>
#include <cfloat>
CAreaLoader::CAreaLoader() = default;
@ -25,17 +26,17 @@ CAreaLoader::~CAreaLoader()
void CAreaLoader::ReadHeaderPrime()
{
mpArea->mTransform = CTransform4f(*mpMREA);
mNumMeshes = mpMREA->ReadLong();
uint32 mNumBlocks = mpMREA->ReadLong();
mNumMeshes = mpMREA->ReadULong();
const uint32 mNumBlocks = mpMREA->ReadULong();
mGeometryBlockNum = mpMREA->ReadLong();
mScriptLayerBlockNum = mpMREA->ReadLong();
mCollisionBlockNum = mpMREA->ReadLong();
mUnknownBlockNum = mpMREA->ReadLong();
mLightsBlockNum = mpMREA->ReadLong();
mVisiBlockNum = mpMREA->ReadLong();
mPathBlockNum = mpMREA->ReadLong();
mOctreeBlockNum = mpMREA->ReadLong();
mGeometryBlockNum = mpMREA->ReadULong();
mScriptLayerBlockNum = mpMREA->ReadULong();
mCollisionBlockNum = mpMREA->ReadULong();
mUnknownBlockNum = mpMREA->ReadULong();
mLightsBlockNum = mpMREA->ReadULong();
mVisiBlockNum = mpMREA->ReadULong();
mPathBlockNum = mpMREA->ReadULong();
mOctreeBlockNum = mpMREA->ReadULong();
mpSectionMgr = new CSectionMgrIn(mNumBlocks, mpMREA);
mpMREA->SeekToBoundary(32);
@ -105,17 +106,17 @@ void CAreaLoader::ReadSCLYPrime()
mpMREA->Seek(mVersion <= EGame::Prime ? 4 : 1, SEEK_CUR); // Skipping unknown value which is always 1
// Read layer sizes
mNumLayers = mpMREA->ReadLong();
mNumLayers = mpMREA->ReadULong();
mpArea->mScriptLayers.resize(mNumLayers);
std::vector<uint32> LayerSizes(mNumLayers);
for (uint32 iLyr = 0; iLyr < mNumLayers; iLyr++)
LayerSizes[iLyr] = mpMREA->ReadLong();
for (auto& layerSize : LayerSizes)
layerSize = mpMREA->ReadLong();
// SCLY
for (uint32 iLyr = 0; iLyr < mNumLayers; iLyr++)
for (size_t iLyr = 0; iLyr < mNumLayers; iLyr++)
{
uint32 Next = mpMREA->Tell() + LayerSizes[iLyr];
const uint32 Next = mpMREA->Tell() + LayerSizes[iLyr];
mpArea->mScriptLayers[iLyr] = CScriptLoader::LoadLayer(*mpMREA, mpArea, mVersion);
mpMREA->Seek(Next, SEEK_SET);
}
@ -146,32 +147,33 @@ void CAreaLoader::ReadLightsPrime()
{
mpSectionMgr->ToSection(mLightsBlockNum);
uint32 BabeDead = mpMREA->ReadLong();
if (BabeDead != 0xbabedead) return;
const uint32 BabeDead = mpMREA->ReadULong();
if (BabeDead != 0xbabedead)
return;
mpArea->mLightLayers.resize(2);
for (uint32 iLyr = 0; iLyr < 2; iLyr++)
{
uint32 NumLights = mpMREA->ReadLong();
const uint32 NumLights = mpMREA->ReadULong();
mpArea->mLightLayers[iLyr].resize(NumLights);
for (uint32 iLight = 0; iLight < NumLights; iLight++)
{
ELightType Type = ELightType(mpMREA->ReadLong());
const auto Type = ELightType(mpMREA->ReadULong());
CVector3f Color(*mpMREA);
CVector3f Position(*mpMREA);
CVector3f Direction(*mpMREA);
float Multiplier = mpMREA->ReadFloat();
float SpotCutoff = mpMREA->ReadFloat();
const float SpotCutoff = mpMREA->ReadFloat();
mpMREA->Seek(0x9, SEEK_CUR);
uint32 FalloffType = mpMREA->ReadLong();
const uint32 FalloffType = mpMREA->ReadULong();
mpMREA->Seek(0x4, SEEK_CUR);
// Relevant data is read - now we process and form a CLight out of it
CLight pLight;
CColor LightColor = CColor(Color.X, Color.Y, Color.Z, 0.f);
const CColor LightColor = CColor(Color.X, Color.Y, Color.Z, 0.f);
if (Multiplier < FLT_EPSILON)
Multiplier = FLT_EPSILON;
@ -181,37 +183,34 @@ void CAreaLoader::ReadLightsPrime()
Color *= Multiplier;
// Clamp
if (Color.X > 1.f) Color.X = 1.f;
if (Color.Y > 1.f) Color.Y = 1.f;
if (Color.Z > 1.f) Color.Z = 1.f;
CColor MultColor(Color.X, Color.Y, Color.Z, 1.f);
Color.X = std::min(Color.X, 1.0f);
Color.Y = std::min(Color.Y, 1.0f);
Color.Z = std::min(Color.Z, 1.0f);
const CColor MultColor(Color.X, Color.Y, Color.Z, 1.f);
pLight = CLight::BuildLocalAmbient(Position, MultColor);
}
// Directional
else if (Type == ELightType::Directional)
{
pLight = CLight::BuildDirectional(Position, Direction, LightColor);
}
// Spot
else if (Type == ELightType::Spot)
{
pLight = CLight::BuildSpot(Position, Direction.Normalized(), LightColor, SpotCutoff);
float DistAttenA = (FalloffType == 0) ? (2.f / Multiplier) : 0.f;
float DistAttenB = (FalloffType == 1) ? (250.f / Multiplier) : 0.f;
float DistAttenC = (FalloffType == 2) ? (25000.f / Multiplier) : 0.f;
const float DistAttenA = (FalloffType == 0) ? (2.f / Multiplier) : 0.f;
const float DistAttenB = (FalloffType == 1) ? (250.f / Multiplier) : 0.f;
const float DistAttenC = (FalloffType == 2) ? (25000.f / Multiplier) : 0.f;
pLight.SetDistAtten(DistAttenA, DistAttenB, DistAttenC);
}
// Custom
else
else // Custom
{
float DistAttenA = (FalloffType == 0) ? (2.f / Multiplier) : 0.f;
float DistAttenB = (FalloffType == 1) ? (249.9998f / Multiplier) : 0.f;
float DistAttenC = (FalloffType == 2) ? (25000.f / Multiplier) : 0.f;
const float DistAttenA = (FalloffType == 0) ? (2.f / Multiplier) : 0.f;
const float DistAttenB = (FalloffType == 1) ? (249.9998f / Multiplier) : 0.f;
const float DistAttenC = (FalloffType == 2) ? (25000.f / Multiplier) : 0.f;
pLight = CLight::BuildCustom(Position, Direction, LightColor,
DistAttenA, DistAttenB, DistAttenC,
@ -229,22 +228,24 @@ void CAreaLoader::ReadHeaderEchoes()
{
// This function reads the header for Echoes and the Echoes demo disc
mpArea->mTransform = CTransform4f(*mpMREA);
mNumMeshes = mpMREA->ReadLong();
if (mVersion == EGame::Echoes) mNumLayers = mpMREA->ReadLong();
uint32 numBlocks = mpMREA->ReadLong();
mNumMeshes = mpMREA->ReadULong();
if (mVersion == EGame::Echoes)
mNumLayers = mpMREA->ReadULong();
const uint32 numBlocks = mpMREA->ReadULong();
mGeometryBlockNum = mpMREA->ReadLong();
mScriptLayerBlockNum = mpMREA->ReadLong();
mScriptGeneratorBlockNum = mpMREA->ReadLong();
mCollisionBlockNum = mpMREA->ReadLong();
mUnknownBlockNum = mpMREA->ReadLong();
mLightsBlockNum = mpMREA->ReadLong();
mVisiBlockNum = mpMREA->ReadLong();
mPathBlockNum = mpMREA->ReadLong();
mFFFFBlockNum = mpMREA->ReadLong();
mPTLABlockNum = mpMREA->ReadLong();
mEGMCBlockNum = mpMREA->ReadLong();
if (mVersion == EGame::Echoes) mClusters.resize(mpMREA->ReadLong());
mGeometryBlockNum = mpMREA->ReadULong();
mScriptLayerBlockNum = mpMREA->ReadULong();
mScriptGeneratorBlockNum = mpMREA->ReadULong();
mCollisionBlockNum = mpMREA->ReadULong();
mUnknownBlockNum = mpMREA->ReadULong();
mLightsBlockNum = mpMREA->ReadULong();
mVisiBlockNum = mpMREA->ReadULong();
mPathBlockNum = mpMREA->ReadULong();
mFFFFBlockNum = mpMREA->ReadULong();
mPTLABlockNum = mpMREA->ReadULong();
mEGMCBlockNum = mpMREA->ReadULong();
if (mVersion == EGame::Echoes)
mClusters.resize(mpMREA->ReadULong());
mpMREA->SeekToBoundary(32);
mpSectionMgr = new CSectionMgrIn(numBlocks, mpMREA);
@ -271,7 +272,7 @@ void CAreaLoader::ReadSCLYEchoes()
// SCLY
for (uint32 iLyr = 0; iLyr < mNumLayers; iLyr++)
{
CFourCC SCLY(*mpMREA);
const CFourCC SCLY(*mpMREA);
if (SCLY != FOURCC('SCLY'))
{
errorf("%s [0x%X]: Layer %d - Invalid SCLY magic: %s", *mpMREA->GetSourceString(), mpMREA->Tell() - 4, iLyr, *SCLY.ToString());
@ -285,7 +286,7 @@ void CAreaLoader::ReadSCLYEchoes()
}
// SCGN
CFourCC SCGN(*mpMREA);
const CFourCC SCGN(*mpMREA);
if (SCGN != FOURCC('SCGN'))
{
errorf("%s [0x%X]: Invalid SCGN magic: %s", *mpMREA->GetSourceString(), mpMREA->Tell() - 4, *SCGN.ToString());
@ -302,11 +303,11 @@ void CAreaLoader::ReadHeaderCorruption()
{
// This function reads the header for MP3, the MP3 prototype, and DKCR
mpArea->mTransform = CTransform4f(*mpMREA);
mNumMeshes = mpMREA->ReadLong();
mNumLayers = mpMREA->ReadLong();
uint32 NumSections = mpMREA->ReadLong();
mClusters.resize(mpMREA->ReadLong());
uint32 SectionNumberCount = mpMREA->ReadLong();
mNumMeshes = mpMREA->ReadULong();
mNumLayers = mpMREA->ReadULong();
const uint32 NumSections = mpMREA->ReadULong();
mClusters.resize(mpMREA->ReadULong());
const uint32 SectionNumberCount = mpMREA->ReadULong();
mpMREA->SeekToBoundary(32);
mpSectionMgr = new CSectionMgrIn(NumSections, mpMREA);
@ -334,9 +335,7 @@ void CAreaLoader::ReadHeaderCorruption()
else if (Type == "SGEN") mScriptGeneratorBlockNum = Num;
else if (Type == "WOBJ") mGeometryBlockNum = Num; // note WOBJ can show up multiple times, but is always 0
CGameArea::SSectionNumber SecNum;
SecNum.SectionID = Type;
SecNum.Index = Num;
const CGameArea::SSectionNumber SecNum{Type, Num};
mpArea->mSectionNumbers.push_back(SecNum);
}
@ -370,12 +369,12 @@ void CAreaLoader::ReadGeometryCorruption()
// Load surface mesh IDs
mpSectionMgr->ToSection(CurWOBJSection - 2);
const size_t NumSurfaces = mpMREA->ReadShort();
const size_t NumSurfaces = mpMREA->ReadUShort();
for (size_t iSurf = 0; iSurf < NumSurfaces; iSurf++)
{
mpMREA->Seek(0x2, SEEK_CUR);
pWorldModel->GetSurface(iSurf)->MeshID = mpMREA->ReadShort();
pWorldModel->GetSurface(iSurf)->MeshID = mpMREA->ReadUShort();
}
}
@ -393,42 +392,42 @@ void CAreaLoader::ReadDependenciesCorruption()
mpSectionMgr->ToSection(mDependenciesBlockNum);
// Read the offsets first so we can read the deps directly into their corresponding arrays
uint32 NumDeps = mpMREA->ReadLong();
uint32 DepsStart = mpMREA->Tell();
const uint32 NumDeps = mpMREA->ReadULong();
const uint32 DepsStart = mpMREA->Tell();
mpMREA->Skip(NumDeps * 0xC);
uint32 NumOffsets = mpMREA->ReadLong();
const uint32 NumOffsets = mpMREA->ReadULong();
std::vector<uint32> Offsets(NumOffsets);
for (uint32 OffsetIdx = 0; OffsetIdx < NumOffsets; OffsetIdx++)
Offsets[OffsetIdx] = mpMREA->ReadLong();
for (auto& offset : Offsets)
offset = mpMREA->ReadULong();
mpMREA->GoTo(DepsStart);
// Read layer dependencies
uint32 NumLayers = NumOffsets - 1;
const uint32 NumLayers = NumOffsets - 1;
mpArea->mExtraLayerDeps.resize(NumLayers);
for (uint32 LayerIdx = 0; LayerIdx < NumLayers; LayerIdx++)
for (size_t LayerIdx = 0; LayerIdx < NumLayers; LayerIdx++)
{
uint32 NumLayerDeps = Offsets[LayerIdx+1] - Offsets[LayerIdx];
const uint32 NumLayerDeps = Offsets[LayerIdx + 1] - Offsets[LayerIdx];
mpArea->mExtraLayerDeps[LayerIdx].reserve(NumLayerDeps);
for (uint32 DepIdx = 0; DepIdx < NumLayerDeps; DepIdx++)
{
CAssetID AssetID(*mpMREA, EGame::Corruption);
const CAssetID AssetID(*mpMREA, EGame::Corruption);
mpMREA->Skip(4);
mpArea->mExtraLayerDeps[LayerIdx].push_back(AssetID);
}
}
// Read area dependencies
uint32 NumAreaDeps = NumDeps - Offsets[NumLayers];
const uint32 NumAreaDeps = NumDeps - Offsets[NumLayers];
mpArea->mExtraAreaDeps.reserve(NumAreaDeps);
for (uint32 DepIdx = 0; DepIdx < NumAreaDeps; DepIdx++)
{
CAssetID AssetID(*mpMREA, EGame::Corruption);
const CAssetID AssetID(*mpMREA, EGame::Corruption);
mpMREA->Skip(4);
mpArea->mExtraAreaDeps.push_back(AssetID);
}
@ -438,34 +437,35 @@ void CAreaLoader::ReadLightsCorruption()
{
mpSectionMgr->ToSection(mLightsBlockNum);
uint32 BabeDead = mpMREA->ReadLong();
if (BabeDead != 0xbabedead) return;
const uint32 BabeDead = mpMREA->ReadULong();
if (BabeDead != 0xbabedead)
return;
mpArea->mLightLayers.resize(4);
for (uint32 iLayer = 0; iLayer < 4; iLayer++)
{
uint32 NumLights = mpMREA->ReadLong();
const uint32 NumLights = mpMREA->ReadULong();
mpArea->mLightLayers[iLayer].resize(NumLights);
for (uint32 iLight = 0; iLight < NumLights; iLight++)
{
ELightType Type = (ELightType) mpMREA->ReadLong();
const auto Type = static_cast<ELightType>(mpMREA->ReadLong());
float R = mpMREA->ReadFloat();
float G = mpMREA->ReadFloat();
float B = mpMREA->ReadFloat();
float A = mpMREA->ReadFloat();
CColor LightColor(R, G, B, A);
const float R = mpMREA->ReadFloat();
const float G = mpMREA->ReadFloat();
const float B = mpMREA->ReadFloat();
const float A = mpMREA->ReadFloat();
const CColor LightColor(R, G, B, A);
CVector3f Position(*mpMREA);
CVector3f Direction(*mpMREA);
const CVector3f Position(*mpMREA);
const CVector3f Direction(*mpMREA);
mpMREA->Seek(0xC, SEEK_CUR);
float Multiplier = mpMREA->ReadFloat();
float SpotCutoff = mpMREA->ReadFloat();
const float SpotCutoff = mpMREA->ReadFloat();
mpMREA->Seek(0x9, SEEK_CUR);
uint32 FalloffType = mpMREA->ReadLong();
const uint32 FalloffType = mpMREA->ReadULong();
mpMREA->Seek(0x18, SEEK_CUR);
// Relevant data is read - now we process and form a CLight out of it
@ -479,30 +479,26 @@ void CAreaLoader::ReadLightsCorruption()
{
pLight = CLight::BuildLocalAmbient(Position, LightColor * Multiplier);
}
// Directional
else if (Type == ELightType::Directional)
{
pLight = CLight::BuildDirectional(Position, Direction, LightColor);
}
// Spot
else if (Type == ELightType::Spot)
{
pLight = CLight::BuildSpot(Position, Direction.Normalized(), LightColor, SpotCutoff);
float DistAttenA = (FalloffType == 0) ? (2.f / Multiplier) : 0.f;
float DistAttenB = (FalloffType == 1) ? (250.f / Multiplier) : 0.f;
float DistAttenC = (FalloffType == 2) ? (25000.f / Multiplier) : 0.f;
const float DistAttenA = (FalloffType == 0) ? (2.f / Multiplier) : 0.f;
const float DistAttenB = (FalloffType == 1) ? (250.f / Multiplier) : 0.f;
const float DistAttenC = (FalloffType == 2) ? (25000.f / Multiplier) : 0.f;
pLight.SetDistAtten(DistAttenA, DistAttenB, DistAttenC);
}
// Custom
else
else // Custom
{
float DistAttenA = (FalloffType == 0) ? (2.f / Multiplier) : 0.f;
float DistAttenB = (FalloffType == 1) ? (249.9998f / Multiplier) : 0.f;
float DistAttenC = (FalloffType == 2) ? (25000.f / Multiplier) : 0.f;
const float DistAttenA = (FalloffType == 0) ? (2.f / Multiplier) : 0.f;
const float DistAttenB = (FalloffType == 1) ? (249.9998f / Multiplier) : 0.f;
const float DistAttenC = (FalloffType == 2) ? (25000.f / Multiplier) : 0.f;
pLight = CLight::BuildCustom(Position, Direction, LightColor,
DistAttenA, DistAttenB, DistAttenC,
@ -520,15 +516,16 @@ void CAreaLoader::ReadCompressedBlocks()
{
mTotalDecmpSize = 0;
for (uint32 iClust = 0; iClust < mClusters.size(); iClust++)
for (auto& cluster : mClusters)
{
mClusters[iClust].BufferSize = mpMREA->ReadLong();
mClusters[iClust].DecompressedSize = mpMREA->ReadLong();
mClusters[iClust].CompressedSize = mpMREA->ReadLong();
mClusters[iClust].NumSections = mpMREA->ReadLong();
mTotalDecmpSize += mClusters[iClust].DecompressedSize;
cluster.BufferSize = mpMREA->ReadULong();
cluster.DecompressedSize = mpMREA->ReadULong();
cluster.CompressedSize = mpMREA->ReadULong();
cluster.NumSections = mpMREA->ReadULong();
mTotalDecmpSize += cluster.DecompressedSize;
if (mClusters[iClust].CompressedSize != 0) mpArea->mUsesCompression = true;
if (cluster.CompressedSize != 0)
mpArea->mUsesCompression = true;
}
mpMREA->SeekToBoundary(32);
@ -544,27 +541,26 @@ void CAreaLoader::Decompress()
mpDecmpBuffer = new uint8[mTotalDecmpSize];
uint32 Offset = 0;
for (uint32 iClust = 0; iClust < mClusters.size(); iClust++)
for (auto& cluster : mClusters)
{
SCompressedCluster *pClust = &mClusters[iClust];
SCompressedCluster *pClust = &cluster;
// Is it decompressed already?
if (mClusters[iClust].CompressedSize == 0)
if (cluster.CompressedSize == 0)
{
mpMREA->ReadBytes(mpDecmpBuffer + Offset, pClust->DecompressedSize);
Offset += pClust->DecompressedSize;
}
else
{
uint32 StartOffset = 32 - (mClusters[iClust].CompressedSize % 32); // For some reason they pad the beginning instead of the end
uint32 StartOffset = 32 - (cluster.CompressedSize % 32); // For some reason they pad the beginning instead of the end
if (StartOffset != 32)
mpMREA->Seek(StartOffset, SEEK_CUR);
std::vector<uint8> CompressedBuf(mClusters[iClust].CompressedSize);
std::vector<uint8> CompressedBuf(cluster.CompressedSize);
mpMREA->ReadBytes(CompressedBuf.data(), CompressedBuf.size());
bool Success = CompressionUtil::DecompressSegmentedData(CompressedBuf.data(), CompressedBuf.size(), mpDecmpBuffer + Offset, pClust->DecompressedSize);
const bool Success = CompressionUtil::DecompressSegmentedData(CompressedBuf.data(), CompressedBuf.size(), mpDecmpBuffer + Offset, pClust->DecompressedSize);
if (!Success)
throw "Failed to decompress MREA!";
@ -572,7 +568,7 @@ void CAreaLoader::Decompress()
}
}
TString Source = mpMREA->GetSourceString();
const TString Source = mpMREA->GetSourceString();
mpMREA = new CMemoryInStream(mpDecmpBuffer, mTotalDecmpSize, EEndian::BigEndian);
mpMREA->SetSourceString(Source);
mpSectionMgr->SetInputStream(mpMREA);
@ -586,7 +582,7 @@ void CAreaLoader::LoadSectionDataBuffers()
for (uint32 iSec = 0; iSec < mpSectionMgr->NumSections(); iSec++)
{
uint32 Size = mpSectionMgr->CurrentSectionSize();
const uint32 Size = mpSectionMgr->CurrentSectionSize();
mpArea->mSectionDataBuffers[iSec].resize(Size);
mpMREA->ReadBytes(mpArea->mSectionDataBuffers[iSec].data(), mpArea->mSectionDataBuffers[iSec].size());
mpSectionMgr->ToNextSection();
@ -614,7 +610,7 @@ void CAreaLoader::ReadPTLA()
void CAreaLoader::ReadEGMC()
{
mpSectionMgr->ToSection(mEGMCBlockNum);
CAssetID EGMC(*mpMREA, mVersion);
const CAssetID EGMC(*mpMREA, mVersion);
mpArea->mpPoiToWorldMap = gpResourceStore->LoadResource(EGMC, EResourceType::StaticGeometryMap);
}
@ -636,12 +632,12 @@ void CAreaLoader::SetUpObjects(CScriptLayer *pGenLayer)
}
// Merge objects from the generated layer back into the regular script layers
if (pGenLayer)
if (pGenLayer != nullptr)
{
while (pGenLayer->NumInstances() != 0)
{
CScriptObject *pInst = pGenLayer->InstanceByIndex(0);
uint32 InstanceID = pInst->InstanceID();
const uint32 InstanceID = pInst->InstanceID();
// Check if this is a duplicate of an existing instance (this only happens with DKCR GenericCreature as far as I'm aware)
if (mpArea->InstanceByID(InstanceID) != nullptr)
@ -665,9 +661,9 @@ void CAreaLoader::SetUpObjects(CScriptLayer *pGenLayer)
}
// Iterate over all objects
for (auto Iter = mpArea->mObjectMap.begin(); Iter != mpArea->mObjectMap.end(); Iter++)
for (auto& object : mpArea->mObjectMap)
{
CScriptObject *pInst = Iter->second;
CScriptObject *pInst = object.second;
// Store outgoing connections
for (size_t iCon = 0; iCon < pInst->NumLinks(ELinkType::Outgoing); iCon++)
@ -689,12 +685,12 @@ void CAreaLoader::SetUpObjects(CScriptLayer *pGenLayer)
}
// Store connections
for (auto it = mpArea->mObjectMap.begin(); it != mpArea->mObjectMap.end(); it++)
for (auto it = mpArea->mObjectMap.begin(); it != mpArea->mObjectMap.end(); ++it)
{
uint32 InstanceID = it->first;
auto iConMap = mConnectionMap.find(InstanceID);
const uint32 InstanceID = it->first;
const auto iConMap = mConnectionMap.find(InstanceID);
if (iConMap != mConnectionMap.end())
if (iConMap != mConnectionMap.cend())
{
CScriptObject *pObj = mpArea->InstanceByID(InstanceID);
pObj->mInLinks = iConMap->second;
@ -710,7 +706,7 @@ std::unique_ptr<CGameArea> CAreaLoader::LoadMREA(IInputStream& MREA, CResourceEn
// Validation
if (!MREA.IsValid()) return nullptr;
uint32 DeadBeef = MREA.ReadLong();
const uint32 DeadBeef = MREA.ReadULong();
if (DeadBeef != 0xdeadbeef)
{
errorf("%s: Invalid MREA magic: 0x%08X", *MREA.GetSourceString(), DeadBeef);
@ -721,7 +717,7 @@ std::unique_ptr<CGameArea> CAreaLoader::LoadMREA(IInputStream& MREA, CResourceEn
// Header
Loader.mpArea = ptr.get();
uint32 Version = MREA.ReadLong();
const uint32 Version = MREA.ReadULong();
Loader.mVersion = GetFormatVersion(Version);
Loader.mpMREA = &MREA;