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-rw-r--r--src/saveload/afterload.cpp5
-rw-r--r--src/saveload/oldloader_sl.cpp11
-rw-r--r--src/saveload/vehicle_sl.cpp2
3 files changed, 17 insertions, 1 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index 679b0244f..35a5579ba 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -473,6 +473,11 @@ static uint FixVehicleInclination(Vehicle *v, Direction dir)
return 1U << GVF_GOINGUP_BIT;
}
+/**
+ * Perform a (large) amount of savegame conversion *magic* in order to
+ * load older savegames and to fill the caches for various purposes.
+ * @return True iff conversion went without a problem.
+ */
bool AfterLoadGame()
{
SetSignalHandlers();
diff --git a/src/saveload/oldloader_sl.cpp b/src/saveload/oldloader_sl.cpp
index f6572cd8f..e846c1ce5 100644
--- a/src/saveload/oldloader_sl.cpp
+++ b/src/saveload/oldloader_sl.cpp
@@ -163,6 +163,11 @@ static void FixOldTowns()
static StringID *_old_vehicle_names;
+/**
+ * Convert the old style vehicles into something that resembles
+ * the old new style savegames. Then #AfterLoadGame can handle
+ * the rest of the conversion.
+ */
void FixOldVehicles()
{
Vehicle *v;
@@ -1212,6 +1217,12 @@ static const OldChunks vehicle_chunk[] = {
OCL_END()
};
+/**
+ * Load the vehicles of an old style savegame.
+ * @param ls State (buffer) of the currently loaded game.
+ * @param num The number of vehicles to load.
+ * @return True iff loading went without problems.
+ */
bool LoadOldVehicle(LoadgameState *ls, int num)
{
/* Read the TTDPatch flags, because we need some info from it */
diff --git a/src/saveload/vehicle_sl.cpp b/src/saveload/vehicle_sl.cpp
index 61dece380..8abcb916b 100644
--- a/src/saveload/vehicle_sl.cpp
+++ b/src/saveload/vehicle_sl.cpp
@@ -22,7 +22,7 @@
#include <map>
-/*
+/**
* Link front and rear multiheaded engines to each other
* This is done when loading a savegame
*/