diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp --- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -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 . */ -/** @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): *
    @@ -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 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 SlIsObjectValidInSave 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)