Zstd: Indentation fixes
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@@ -2782,8 +2782,8 @@ struct ZSTDLoadFilter : LoadFilter {
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ZSTDLoadFilter(LoadFilter *chain) : LoadFilter(chain)
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{
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this->zstd = ZSTD_createDCtx();
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if (!this->zstd) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
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this->input = {this->fread_buf, 0, 0};
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if (!this->zstd) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
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this->input = {this->fread_buf, 0, 0};
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}
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/** Clean everything up. */
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@@ -2823,12 +2823,12 @@ struct ZSTDSaveFilter : SaveFilter {
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*/
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ZSTDSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
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{
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this->zstd = ZSTD_createCCtx();
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if (!this->zstd) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
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if (ZSTD_isError(ZSTD_CCtx_setParameter(this->zstd, ZSTD_c_compressionLevel, (int)compression_level - 100))) {
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this->zstd = ZSTD_createCCtx();
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if (!this->zstd) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
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if (ZSTD_isError(ZSTD_CCtx_setParameter(this->zstd, ZSTD_c_compressionLevel, (int)compression_level - 100))) {
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ZSTD_freeCCtx(this->zstd);
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SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "invalid compresison level");
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}
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}
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}
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/** Clean up what we allocated. */
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