@@ -4244,14 +4244,13 @@ void GameLogic::prepareLogicForObjectLoad()
42444244 * this version breaks compatibility with previous versions. (CBD)
42454245 * 5: Added xfering the BuildAssistant's sell list.
42464246 * 9: Added m_rankPointsToAddAtGameStart, or else on a load game, your RestartGame button will forget your exp
4247- * 10: TheSuperHackers @tweak Save objects in reverse order so they load in correct order. Reverse object list for old saves.
42484247 */
42494248// ------------------------------------------------------------------------------------------------
42504249void GameLogic::xfer ( Xfer *xfer )
42514250{
42524251
42534252 // version
4254- const XferVersion currentVersion = 10 ;
4253+ const XferVersion currentVersion = 9 ;
42554254 XferVersion version = currentVersion;
42564255 xfer->xferVersion ( &version, currentVersion );
42574256
@@ -4285,13 +4284,7 @@ void GameLogic::xfer( Xfer *xfer )
42854284 if ( xfer->getXferMode () == XFER_SAVE )
42864285 {
42874286
4288- // TheSuperHackers @fix bobtista 27/01/2026 Save objects in reverse order (newest first)
4289- // so they load in the correct order (oldest objects at head of list).
4290- Object *lastObj = nullptr ;
42914287 for ( obj = getFirstObject (); obj; obj = obj->getNextObject () )
4292- lastObj = obj;
4293-
4294- for ( obj = lastObj; obj; obj = obj->getPrevObject () )
42954288 {
42964289
42974290 // get the object TOC entry for this template
@@ -4374,10 +4367,8 @@ void GameLogic::xfer( Xfer *xfer )
43744367
43754368 }
43764369
4377- // TheSuperHackers @fix bobtista 27/01/2026 Reverse object list for old saves.
4378- // Old saves stored objects oldest-first, which results in reversed order when loaded
4379- // since objects are prepended during creation. Version 10+ saves in reverse order.
4380- if ( version <= 9 )
4370+ // TheSuperHackers @fix bobtista 06/03/2026 Reverse object list after load.
4371+ // Objects are prepended during creation, which reverses the saved order.
43814372 {
43824373 Object *prev = nullptr ;
43834374 Object *current = m_objList;
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