fix save items/creatures without trailing empty ones
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@@ -857,7 +857,7 @@ void writeTownToXml(ticpp::Printer&& data, cTown& town) {
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}
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// The vector may contain empty slots at the end for undo/redo purposes, but don't save them.
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size_t last_item = town.preset_items.size() - 1;
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while(last_item >= 0 && town.preset_items[last_item].code < 0) --last_item;
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while(last_item >= 0 && ((town.preset_items.size() <= last_item) || town.preset_items[last_item].code < 0)) --last_item;
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for(size_t i = 0; i <= last_item; ++i) {
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const cTown::cItem& item = town.preset_items[i];
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data.OpenElement("item");
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@@ -877,7 +877,7 @@ void writeTownToXml(ticpp::Printer&& data, cTown& town) {
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}
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// The vector may contain empty slots at the end for undo/redo purposes, but don't save them.
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size_t last_creature = town.creatures.size() - 1;
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while(last_item >= 0 && town.creatures[last_creature].number <= 0) --last_creature;
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while(last_creature >= 0 && ((town.creatures.size() <= last_creature) || town.creatures[last_creature].number <= 0)) --last_creature;
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for(size_t i = 0; i <= last_creature; ++i) {
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data.OpenElement("creature");
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data.PushAttribute("id", i);
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