(svn r15718) -Cleanup: apply some comment coding style on the rest of the sources too
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@@ -752,7 +752,7 @@ bool AfterLoadGame()
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switch (GetTileType(t)) {
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case MP_ROAD:
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if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_me[t].m7, 5, 3));
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SB(_me[t].m7, 5, 1, GB(_m[t].m3, 7, 1)); //snow/desert
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SB(_me[t].m7, 5, 1, GB(_m[t].m3, 7, 1)); // snow/desert
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switch (GetRoadTileType(t)) {
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default: NOT_REACHED();
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case ROAD_TILE_NORMAL:
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@@ -1009,7 +1009,7 @@ bool AfterLoadGame()
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}
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break;
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case MP_STATION: /* Clear PBS reservation on station */
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case MP_STATION: // Clear PBS reservation on station
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ClrBit(_m[t].m3, 6);
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break;
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@@ -1182,7 +1182,7 @@ bool AfterLoadGame()
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SetIndustryAnimationState(t, _m[t].m1);
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break;
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default: /* No animation states to change */
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default: // No animation states to change
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break;
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}
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}
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@@ -1649,15 +1649,15 @@ bool AfterLoadGame()
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}
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break;
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case MP_ROAD: /* Clear PBS reservation on crossing */
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case MP_ROAD: // Clear PBS reservation on crossing
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if (IsLevelCrossing(t)) SetCrossingReservation(t, false);
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break;
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case MP_STATION: /* Clear PBS reservation on station */
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case MP_STATION: // Clear PBS reservation on station
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if (IsRailwayStation(t)) SetRailwayStationReservation(t, false);
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break;
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case MP_TUNNELBRIDGE: /* Clear PBS reservation on tunnels/birdges */
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case MP_TUNNELBRIDGE: // Clear PBS reservation on tunnels/birdges
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if (GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL) SetTunnelBridgeReservation(t, false);
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break;
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@@ -1260,14 +1260,14 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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uint type = ReadByte(ls);
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switch (type) {
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default: return false;
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case 0x00 /*VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break;
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case 0x25 /* MONORAIL */:
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case 0x20 /*VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break;
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case 0x21 /*VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break;
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case 0x22 /*VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break;
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case 0x23 /*VEH_AIRCRAFT*/: v = new (_current_vehicle_id) Aircraft(); break;
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case 0x24 /*VEH_EFFECT */: v = new (_current_vehicle_id) EffectVehicle(); break;
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case 0x26 /*VEH_DISASTER*/: v = new (_current_vehicle_id) DisasterVehicle(); break;
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case 0x00 /* VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break;
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case 0x25 /* MONORAIL */:
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case 0x20 /* VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break;
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case 0x21 /* VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break;
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case 0x22 /* VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break;
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case 0x23 /* VEH_AIRCRAFT */: v = new (_current_vehicle_id) Aircraft(); break;
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case 0x24 /* VEH_EFFECT */: v = new (_current_vehicle_id) EffectVehicle(); break;
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case 0x26 /* VEH_DISASTER */: v = new (_current_vehicle_id) DisasterVehicle(); break;
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}
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if (!LoadChunk(ls, v, vehicle_chunk)) return false;
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@@ -1336,13 +1336,13 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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/* Read the vehicle type and allocate the right vehicle */
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switch (ReadByte(ls)) {
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default: NOT_REACHED();
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case 0x00 /*VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break;
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case 0x10 /*VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break;
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case 0x11 /*VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break;
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case 0x12 /*VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break;
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case 0x13 /*VEH_AIRCRAFT*/: v = new (_current_vehicle_id) Aircraft(); break;
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case 0x14 /*VEH_EFFECT */: v = new (_current_vehicle_id) EffectVehicle(); break;
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case 0x15 /*VEH_DISASTER*/: v = new (_current_vehicle_id) DisasterVehicle(); break;
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case 0x00 /* VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break;
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case 0x10 /* VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break;
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case 0x11 /* VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break;
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case 0x12 /* VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break;
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case 0x13 /* VEH_AIRCRAFT*/: v = new (_current_vehicle_id) Aircraft(); break;
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case 0x14 /* VEH_EFFECT */: v = new (_current_vehicle_id) EffectVehicle(); break;
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case 0x15 /* VEH_DISASTER*/: v = new (_current_vehicle_id) DisasterVehicle(); break;
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}
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if (!LoadChunk(ls, v, vehicle_chunk)) return false;
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@@ -1710,7 +1710,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
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/* General tactic is to first save the game to memory, then use an available writer
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* to write it to file, either in threaded mode if possible, or single-threaded */
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if (mode == SL_SAVE) { /* SAVE game */
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if (mode == SL_SAVE) { // SAVE game
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DEBUG(desync, 1, "save: %s\n", filename);
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fmt = GetSavegameFormat("memory"); // write to memory
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@@ -1737,7 +1737,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
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return result;
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}
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} else { /* LOAD game */
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} else { // LOAD game
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assert(mode == SL_LOAD);
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DEBUG(desync, 1, "load: %s\n", filename);
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@@ -178,7 +178,7 @@ enum SaveLoadTypes {
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SL_ARR = 2,
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SL_STR = 3,
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SL_LST = 4,
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// non-normal save-load types
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/* non-normal save-load types */
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SL_WRITEBYTE = 8,
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SL_VEH_INCLUDE = 9,
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SL_END = 15
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@@ -117,26 +117,26 @@ void ConvertOldMultiheadToNew()
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ClrBit(u->subtype, 7);
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switch (u->subtype) {
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case 0: /* TS_Front_Engine */
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case 0: // TS_Front_Engine
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if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
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SetFrontEngine(u);
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SetTrainEngine(u);
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break;
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case 1: /* TS_Artic_Part */
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case 1: // TS_Artic_Part
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u->subtype = 0;
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SetArticulatedPart(u);
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break;
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case 2: /* TS_Not_First */
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case 2: // TS_Not_First
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u->subtype = 0;
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if (rvi->railveh_type == RAILVEH_WAGON) {
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// normal wagon
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/* normal wagon */
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SetTrainWagon(u);
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break;
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}
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if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
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// rear end of a multiheaded engine
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/* rear end of a multiheaded engine */
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SetMultiheaded(u);
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break;
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}
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@@ -144,7 +144,7 @@ void ConvertOldMultiheadToNew()
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SetTrainEngine(u);
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break;
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case 4: /* TS_Free_Car */
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case 4: // TS_Free_Car
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u->subtype = 0;
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SetTrainWagon(u);
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SetFreeWagon(u);
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