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authorrubidium <rubidium@openttd.org>2009-03-15 00:32:18 +0000
committerrubidium <rubidium@openttd.org>2009-03-15 00:32:18 +0000
commitb25a4f8231f3ded44038ea454a3d4c6a2dc9217d (patch)
tree776122508c686680b9c97f37ba3cb92ef905d67f /src/saveload/saveload.cpp
parentd72273d1f3b55df0e301408d630f24ef92ea8479 (diff)
downloadopenttd-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.cpp4
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);