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-rw-r--r--src/saveload/saveload.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp
index bff85dfc6..cd30ed859 100644
--- a/src/saveload/saveload.cpp
+++ b/src/saveload/saveload.cpp
@@ -2153,7 +2153,7 @@ struct ZlibSaveFilter : SaveFilter {
********** START OF LZMA CODE **************
********************************************/
-#if defined(WITH_LZMA)
+#if defined(WITH_LIBLZMA)
#include <lzma.h>
/**
@@ -2266,7 +2266,7 @@ struct LZMASaveFilter : SaveFilter {
}
};
-#endif /* WITH_LZMA */
+#endif /* WITH_LIBLZMA */
/*******************************************
************* END OF CODE *****************
@@ -2303,7 +2303,7 @@ static const SaveLoadFormat _saveload_formats[] = {
#else
{"zlib", TO_BE32X('OTTZ'), NULL, NULL, 0, 0, 0},
#endif
-#if defined(WITH_LZMA)
+#if defined(WITH_LIBLZMA)
/* Level 2 compression is speed wise as fast as zlib level 6 compression (old default), but results in ~10% smaller saves.
* Higher compression levels are possible, and might improve savegame size by up to 25%, but are also up to 10 times slower.
* The next significant reduction in file size is at level 4, but that is already 4 times slower. Level 3 is primarily 50%