(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow)
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@@ -1204,7 +1204,7 @@ static size_t ReferenceToInt(const void *obj, SLRefType rt)
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if (obj == NULL) return 0;
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switch (rt) {
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case REF_VEHICLE_OLD: // Old vehicles we save as new onces
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case REF_VEHICLE_OLD: // Old vehicles we save as new ones
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case REF_VEHICLE: return ((const Vehicle*)obj)->index + 1;
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case REF_STATION: return ((const Station*)obj)->index + 1;
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case REF_TOWN: return ((const Town*)obj)->index + 1;
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@@ -1392,7 +1392,7 @@ static inline bool SlSkipVariableOnLoad(const SaveLoad *sld)
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* Calculate the size of an object.
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* @param object to be measured
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* @param sld The SaveLoad description of the object so we know how to manipulate it
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* @return size of given objetc
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* @return size of given object
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*/
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size_t SlCalcObjLength(const void *object, const SaveLoad *sld)
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{
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@@ -2087,7 +2087,7 @@ struct ZlibSaveFilter : SaveFilter {
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* "Conditional jump or move depends on uninitialised value(s)" kind:
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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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* [Mark Adler, Feb 24 2004, 'zlib-1.2.1 valgrind warnings' in the newsgroup comp.compression]
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*/
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int r = deflate(&this->z, mode);
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@@ -2274,7 +2274,7 @@ static const SaveLoadFormat _saveload_formats[] = {
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* Higher compression levels are possible, and might improve savegame size by up to 25%, but are also up to 10 times slower.
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* The next significant reduction in file size is at level 4, but that is already 4 times slower. Level 3 is primarily 50%
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* slower while not improving the filesize, while level 0 and 1 are faster, but don't reduce savegame size much.
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* It's OTTX and not e.g. OTTL because liblzma is part of xz-utils and .tar.xz is prefered over .tar.lzma. */
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* It's OTTX and not e.g. OTTL because liblzma is part of xz-utils and .tar.xz is preferred over .tar.lzma. */
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{"lzma", TO_BE32X('OTTX'), CreateLoadFilter<LZMALoadFilter>, CreateSaveFilter<LZMASaveFilter>, 0, 2, 9},
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#else
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{"lzma", TO_BE32X('OTTX'), NULL, NULL, 0, 0, 0},
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@@ -2472,10 +2472,10 @@ void WaitTillSaved()
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/**
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* Actually perform the saving of the savegame.
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* General tactic is to first save the game to memory, then write it to file
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* General tactics is to first save the game to memory, then write it to file
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* using the writer, either in threaded mode if possible, or single-threaded.
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* @param writer The filter to write the savegame to.
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* @param threaded Whether to try to perform the saving asynchroniously.
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* @param threaded Whether to try to perform the saving asynchronously.
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* @return Return the result of the action. #SL_OK or #SL_ERROR
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*/
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static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
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@@ -2506,7 +2506,7 @@ static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
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/**
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* Save the game using a (writer) filter.
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* @param writer The filter to write the savegame to.
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* @param threaded Whether to try to perform the saving asynchroniously.
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* @param threaded Whether to try to perform the saving asynchronously.
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* @return Return the result of the action. #SL_OK or #SL_ERROR
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*/
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SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
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@@ -2568,7 +2568,7 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
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_sl_version = TO_BE32(hdr[1]) >> 16;
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/* Minor is not used anymore from version 18.0, but it is still needed
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* in versions before that (4 cases) which can't be removed easy.
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* Therefor it is loaded, but never saved (or, it saves a 0 in any scenario). */
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* Therefore it is loaded, but never saved (or, it saves a 0 in any scenario). */
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_sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF;
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DEBUG(sl, 1, "Loading savegame version %d", _sl_version);
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