(svn r9672) -Cleanup: lots of coding style fixes around operands.
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@@ -149,7 +149,7 @@ static byte ReadByte(LoadgameState *ls)
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/* Old savegames have a nice compression algorithm (RLE)
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which means that we have a chunk, which starts with a length
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byte. If that byte is negative, we have to repeat the next byte
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that many times (+1). Else, we need to read that amount of bytes.
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that many times ( + 1). Else, we need to read that amount of bytes.
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Works pretty good if you have many zero's behind eachother */
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if (ls->chunk_size == 0) {
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@@ -433,7 +433,7 @@ static const OldChunks town_chunk[] = {
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OCL_SVAR( OC_UINT16, Town, ratings[7] ),
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/* XXX - This is pretty odd.. we read 32bit, but only write 8bit.. sure there is
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nothing changed?? */
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nothing changed ? ? */
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OCL_SVAR( OC_FILE_U32 | OC_VAR_U8, Town, have_ratings ),
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OCL_SVAR( OC_FILE_U32 | OC_VAR_U8, Town, statues ),
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OCL_SVAR( OC_UINT16, Town, num_houses ),
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@@ -1219,8 +1219,8 @@ static bool LoadOldVehicle(LoadgameState *ls, int num)
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static const OldChunks sign_chunk[] = {
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OCL_SVAR( OC_UINT16, Sign, str ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_I32,Sign, x ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_I32,Sign, y ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, Sign, x ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, Sign, y ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_I8, Sign, z ),
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OCL_NULL( 6 ), ///< Width of sign, no longer in use
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