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author | rubidium <rubidium@openttd.org> | 2009-03-15 00:32:18 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2009-03-15 00:32:18 +0000 |
commit | b25a4f8231f3ded44038ea454a3d4c6a2dc9217d (patch) | |
tree | 776122508c686680b9c97f37ba3cb92ef905d67f /src/saveload/saveload.cpp | |
parent | d72273d1f3b55df0e301408d630f24ef92ea8479 (diff) | |
download | openttd-b25a4f8231f3ded44038ea454a3d4c6a2dc9217d.tar.xz |
(svn r15718) -Cleanup: apply some comment coding style on the rest of the sources too
Diffstat (limited to 'src/saveload/saveload.cpp')
-rw-r--r-- | src/saveload/saveload.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp index f904d45d1..04b6499e7 100644 --- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -1710,7 +1710,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb) /* General tactic is to first save the game to memory, then use an available writer * to write it to file, either in threaded mode if possible, or single-threaded */ - if (mode == SL_SAVE) { /* SAVE game */ + if (mode == SL_SAVE) { // SAVE game DEBUG(desync, 1, "save: %s\n", filename); fmt = GetSavegameFormat("memory"); // write to memory @@ -1737,7 +1737,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb) return result; } - } else { /* LOAD game */ + } else { // LOAD game assert(mode == SL_LOAD); DEBUG(desync, 1, "load: %s\n", filename); |