diff --git a/src/newgrf_house.cpp b/src/newgrf_house.cpp index 6175920ca5..0209ca2a7c 100644 --- a/src/newgrf_house.cpp +++ b/src/newgrf_house.cpp @@ -80,7 +80,7 @@ void ResetHouseClassIDs() HouseClassID AllocateHouseClassID(byte grf_class_id, uint32_t grfid) { /* Start from 1 because 0 means that no class has been assigned. */ - for (int i = 1; i != lengthof(_class_mapping); i++) { + for (uint i = 1; i != std::size(_class_mapping); i++) { HouseClassMapping *map = &_class_mapping[i]; if (map->class_id == grf_class_id && map->grfid == grfid) return (HouseClassID)i; diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp index a16269aa6f..188cc47178 100644 --- a/src/saveload/afterload.cpp +++ b/src/saveload/afterload.cpp @@ -1708,14 +1708,15 @@ bool AfterLoadGame() } } + /* At version 78, industry cargo types can be changed, and are stored with the industry. For older save versions + * copy the IndustrySpec's cargo types over to the Industry. */ if (IsSavegameVersionBefore(SLV_78)) { - uint j; - for (Industry * i : Industry::Iterate()) { + for (Industry *i : Industry::Iterate()) { const IndustrySpec *indsp = GetIndustrySpec(i->type); - for (j = 0; j < lengthof(i->produced); j++) { + for (uint j = 0; j < std::size(i->produced); j++) { i->produced[j].cargo = indsp->produced_cargo[j]; } - for (j = 0; j < lengthof(i->accepted); j++) { + for (uint j = 0; j < std::size(i->accepted); j++) { i->accepted[j].cargo = indsp->accepts_cargo[j]; } }