(svn r20286) -Codechange: Unify end of doxygen comments.
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@@ -2159,7 +2159,8 @@ bool AfterLoadGame()
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* XXX - We need to reset the vehicle position hash because with a non-empty
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* hash AfterLoadVehicles() will loop infinitely. We need AfterLoadVehicles()
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* to recalculate vehicle data as some NewGRF vehicle sets could have been
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* removed or added and changed statistics */
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* removed or added and changed statistics
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*/
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void ReloadNewGRFData()
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{
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/* reload grf data */
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@@ -16,7 +16,8 @@
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/**
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* Save and load the mapping between the airport id in the AirportSpec array
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* and the grf file it came from. */
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* and the grf file it came from.
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*/
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static const SaveLoad _airport_id_mapping_desc[] = {
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SLE_VAR(EntityIDMapping, grfid, SLE_UINT32),
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SLE_VAR(EntityIDMapping, entity_id, SLE_UINT8),
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@@ -1252,7 +1252,8 @@ static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld)
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/**
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* Are we going to load this variable when loading a savegame or not?
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* @note If the variable is skipped it is skipped in the savegame
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* bytestream itself as well, so there is no need to skip it somewhere else */
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* bytestream itself as well, so there is no need to skip it somewhere else
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*/
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static inline bool SlSkipVariableOnLoad(const SaveLoad *sld)
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{
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if ((sld->conv & SLF_NETWORK_NO) && _sl.action != SLA_SAVE && _networking && !_network_server) {
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@@ -1893,7 +1894,7 @@ static void WriteZlibLoop(z_streamp z, byte *p, size_t len, int mode)
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* According to the author of zlib it is not a bug and it won't be fixed.
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* http://groups.google.com/group/comp.compression/browse_thread/thread/b154b8def8c2a3ef/cdf9b8729ce17ee2
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* [Mark Adler, Feb 24 2004, 'zlib-1.2.1 valgrind warnings' in the newgroup comp.compression]
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**/
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*/
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r = deflate(z, mode);
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/* bytes were emitted? */
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@@ -100,7 +100,8 @@ enum ChunkType {
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* SLE_FILE_* gives the size(type) as it would be in the savegame and
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* SLE_VAR_* the size(type) as it is in memory during runtime. These are
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* the first 8 bits (0-3 SLE_FILE, 4-7 SLE_VAR).
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* Bits 8-15 are reserved for various flags as explained below */
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* Bits 8-15 are reserved for various flags as explained below
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*/
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enum VarTypes {
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/* 4 bits allocated a maximum of 16 types for NumberType */
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SLE_FILE_I8 = 0,
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@@ -273,7 +274,8 @@ static inline bool CheckSavegameVersion(uint16 version)
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/**
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* Checks if some version from/to combination falls within the range of the
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* active savegame version */
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* active savegame version
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*/
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static inline bool SlIsObjectCurrentlyValid(uint16 version_from, uint16 version_to)
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{
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extern const uint16 SAVEGAME_VERSION;
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@@ -318,7 +320,8 @@ static inline bool IsNumericType(VarType conv)
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* Get the address of the variable. Which one to pick depends on the object
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* pointer. If it is NULL we are dealing with global variables so the address
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* is taken. If non-null only the offset is stored in the union and we need
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* to add this to the address of the object */
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* to add this to the address of the object
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*/
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static inline void *GetVariableAddress(const void *object, const SaveLoad *sld)
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{
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return (byte*)(sld->global ? NULL : object) + (ptrdiff_t)sld->address;
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