diff --git a/src/table/gameopt_settings.ini b/src/table/gameopt_settings.ini --- a/src/table/gameopt_settings.ini +++ b/src/table/gameopt_settings.ini @@ -29,15 +29,15 @@ static const char *_settings_profiles = static const char *_news_display = "off|summarized|full"; static const SettingDesc _gameopt_settings[] = { - /* In version 4 a new difficulty setting has been added to the difficulty settings, - * town attitude towards demolishing. Needs special handling because some dimwit thought - * it funny to have the GameDifficulty struct be an array while it is a struct of - * same-sized members - * XXX - To save file-space and since values are never bigger than about 10? only - * save the first 16 bits in the savegame. Question is why the values are still int32 - * and why not byte for example? - * 'SLE_FILE_I16 | SLE_VAR_U16' in "diff_custom" is needed to get around SlArray() hack - * for savegames version 0 - though it is an array, it has to go through the byteswap process */ +/* In version 4 a new difficulty setting has been added to the difficulty settings, + * town attitude towards demolishing. Needs special handling because some dimwit thought + * it funny to have the GameDifficulty struct be an array while it is a struct of + * same-sized members + * XXX - To save file-space and since values are never bigger than about 10? only + * save the first 16 bits in the savegame. Question is why the values are still int32 + * and why not byte for example? + * 'SLE_FILE_I16 | SLE_VAR_U16' in "diff_custom" is needed to get around SlArray() hack + * for savegames version 0 - though it is an array, it has to go through the byteswap process */ [post-amble] }; [templates]