(svn r20283) -Codechange: Unify start of doygen comments.

This commit is contained in:
frosch
2010-08-01 19:22:34 +00:00
parent 4871baf44d
commit ed4f806f1d
162 changed files with 1304 additions and 652 deletions

View File

@@ -7,7 +7,8 @@
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file saveload.cpp
/**
* @file saveload.cpp
* All actions handling saving and loading goes on in this file. The general actions
* are as follows for saving a game (loading is analogous):
* <ol>
@@ -432,7 +433,8 @@ static inline size_t SlGetOffs()
return _sl.offs_base - (_sl.bufe - _sl.bufp);
}
/** Flush the output buffer by writing to disk with the given reader.
/**
* Flush the output buffer by writing to disk with the given reader.
* If the buffer pointer has not yet been set up, set it up now. Usually
* only called when the buffer is full, or there is no more data to be processed
*/
@@ -451,7 +453,8 @@ static void SlWriteFill()
_sl.bufe = _sl.buf + _sl.bufsize;
}
/** Read in a single byte from file. If the temporary buffer is full,
/**
* Read in a single byte from file. If the temporary buffer is full,
* flush it to its final destination
* @return return the read byte from file
*/
@@ -464,7 +467,8 @@ static inline byte SlReadByteInternal()
/** Wrapper for SlReadByteInternal */
byte SlReadByte() {return SlReadByteInternal();}
/** Write away a single byte from memory. If the temporary buffer is full,
/**
* Write away a single byte from memory. If the temporary buffer is full,
* flush it to its destination (file)
* @param b the byte that is currently written
*/
@@ -514,7 +518,8 @@ static inline void SlWriteUint64(uint64 x)
SlWriteUint32((uint32)x);
}
/** Read in bytes from the file/data structure but don't do
/**
* Read in bytes from the file/data structure but don't do
* anything with them, discarding them in effect
* @param length The amount of bytes that is being treated this way
*/
@@ -1244,7 +1249,8 @@ static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld)
return true;
}
/** Are we going to load this variable when loading a savegame or not?
/**
* Are we going to load this variable when loading a savegame or not?
* @note If the variable is skipped it is skipped in the savegame
* bytestream itself as well, so there is no need to skip it somewhere else */
static inline bool SlSkipVariableOnLoad(const SaveLoad *sld)
@@ -2066,7 +2072,8 @@ static void SaveFileError()
SaveFileDone();
}
/** We have written the whole game into memory, _memory_savegame, now find
/**
* We have written the whole game into memory, _memory_savegame, now find
* and appropiate compressor and start writing to file.
*/
static SaveOrLoadResult SaveFileToDisk(bool threaded)