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Old January 31, 2020, 15:07   #7
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I would store player->depth (in memory) as a byte, but load it from savefiles as a s16b while asserting that it does not make use of more than 8 bits' worth of data. That seems like the best compromise to me: no broken savefiles, no compiler warnings, but a fairly well-documented workaround for a historical issue.
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