components/prboom/p_saveg.c
// savegame file stores ints in the corresponding * field; this function
// safely casts them back to int.
savegame file stores ints in the corresponding * field; this function
safely casts them back to int.
savegame file stores ints in the corresponding * field ; this function safely casts them back to int .
static int P_GetMobj(mobj_t* mi, size_t s)
{
  size_t i = (size_t)mi;
  if (i >= s) I_Error("Corrupt savegame");
  return i;
}
static int P_GetMobj ( mobj_t * mi , size_t s ) { size_t i = ( size_t ) mi ; if ( i >= s ) I_Error ( " " ) ; return i ; }
savegame file stores ints in the corresponding * field; this function
safely casts them back to int.
savegame file stores ints in the corresponding * field ; this function safely casts them back to int .