(svn r20283) -Codechange: Unify start of doygen comments.
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@@ -7,7 +7,8 @@
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* 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/>.
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*/
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/** @file saveload.cpp
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/**
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* @file saveload.cpp
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* All actions handling saving and loading goes on in this file. The general actions
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* are as follows for saving a game (loading is analogous):
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* <ol>
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@@ -432,7 +433,8 @@ static inline size_t SlGetOffs()
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return _sl.offs_base - (_sl.bufe - _sl.bufp);
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}
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/** Flush the output buffer by writing to disk with the given reader.
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/**
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* Flush the output buffer by writing to disk with the given reader.
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* If the buffer pointer has not yet been set up, set it up now. Usually
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* only called when the buffer is full, or there is no more data to be processed
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*/
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@@ -451,7 +453,8 @@ static void SlWriteFill()
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_sl.bufe = _sl.buf + _sl.bufsize;
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}
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/** Read in a single byte from file. If the temporary buffer is full,
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/**
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* Read in a single byte from file. If the temporary buffer is full,
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* flush it to its final destination
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* @return return the read byte from file
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*/
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@@ -464,7 +467,8 @@ static inline byte SlReadByteInternal()
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/** Wrapper for SlReadByteInternal */
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byte SlReadByte() {return SlReadByteInternal();}
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/** Write away a single byte from memory. If the temporary buffer is full,
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/**
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* Write away a single byte from memory. If the temporary buffer is full,
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* flush it to its destination (file)
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* @param b the byte that is currently written
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*/
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@@ -514,7 +518,8 @@ static inline void SlWriteUint64(uint64 x)
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SlWriteUint32((uint32)x);
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}
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/** Read in bytes from the file/data structure but don't do
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/**
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* Read in bytes from the file/data structure but don't do
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* anything with them, discarding them in effect
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* @param length The amount of bytes that is being treated this way
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*/
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@@ -1244,7 +1249,8 @@ static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld)
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return true;
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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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/**
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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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static inline bool SlSkipVariableOnLoad(const SaveLoad *sld)
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@@ -2066,7 +2072,8 @@ static void SaveFileError()
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SaveFileDone();
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}
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/** We have written the whole game into memory, _memory_savegame, now find
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/**
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* We have written the whole game into memory, _memory_savegame, now find
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* and appropiate compressor and start writing to file.
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*/
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static SaveOrLoadResult SaveFileToDisk(bool threaded)
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