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(svn r17963) -Codechange: some documentation style

release/1.0
rubidium 2009-11-03 17:30:08 +00:00
parent b211e0d5f5
commit d79439fb3c
7 changed files with 20 additions and 20 deletions

View File

@ -1101,7 +1101,7 @@ struct PerformanceRatingDetailWindow : Window {
if (score_type == SCORE_LOAN) val = needed - val; if (score_type == SCORE_LOAN) val = needed - val;
/* Draw the amount we have against what is needed /* Draw the amount we have against what is needed
* For some of them it is in currency format */ * For some of them it is in currency format */
SetDParam(0, val); SetDParam(0, val);
SetDParam(1, needed); SetDParam(1, needed);
switch (score_type) { switch (score_type) {

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@ -133,7 +133,7 @@ void NetworkUDPSocketHandler::ReceivePackets()
p.PrepareToRead(); p.PrepareToRead();
/* If the size does not match the packet must be corrupted. /* If the size does not match the packet must be corrupted.
* Otherwise it will be marked as corrupted later on. */ * Otherwise it will be marked as corrupted later on. */
if (nbytes != p.size) { if (nbytes != p.size) {
DEBUG(net, 1, "received a packet with mismatching size from %s", address.GetAddressAsString()); DEBUG(net, 1, "received a packet with mismatching size from %s", address.GetAddressAsString());
return; return;

View File

@ -1944,7 +1944,7 @@ static void DrawTile_Track(TileInfo *ti)
if (image != SPR_FLAT_GRASS_TILE) image += rti->total_offset; if (image != SPR_FLAT_GRASS_TILE) image += rti->total_offset;
/* adjust ground tile for desert /* adjust ground tile for desert
* don't adjust for snow, because snow in depots looks weird */ * don't adjust for snow, because snow in depots looks weird */
if (IsSnowRailGround(ti->tile) && _settings_game.game_creation.landscape == LT_TROPIC) { if (IsSnowRailGround(ti->tile) && _settings_game.game_creation.landscape == LT_TROPIC) {
if (image != SPR_FLAT_GRASS_TILE) { if (image != SPR_FLAT_GRASS_TILE) {
image += rti->snow_offset; // tile with tracks image += rti->snow_offset; // tile with tracks

View File

@ -21,11 +21,11 @@
if (CheckSavegameVersion(44)) { if (CheckSavegameVersion(44)) {
Vehicle *v; Vehicle *v;
/* If we remove a station while cargo from it is still enroute, payment calculation will assume /* If we remove a station while cargo from it is still enroute, payment calculation will assume
* 0, 0 to be the source of the cargo, resulting in very high payments usually. v->source_xy * 0, 0 to be the source of the cargo, resulting in very high payments usually. v->source_xy
* stores the coordinates, preserving them even if the station is removed. However, if a game is loaded * stores the coordinates, preserving them even if the station is removed. However, if a game is loaded
* where this situation exists, the cargo-source information is lost. in this case, we set the source * where this situation exists, the cargo-source information is lost. in this case, we set the source
* to the current tile of the vehicle to prevent excessive profits * to the current tile of the vehicle to prevent excessive profits
*/ */
FOR_ALL_VEHICLES(v) { FOR_ALL_VEHICLES(v) {
const VehicleCargoList::List *packets = v->cargo.Packets(); const VehicleCargoList::List *packets = v->cargo.Packets();
for (VehicleCargoList::ConstIterator it(packets->begin()); it != packets->end(); it++) { for (VehicleCargoList::ConstIterator it(packets->begin()); it != packets->end(); it++) {
@ -36,10 +36,10 @@
} }
/* Store position of the station where the goods come from, so there /* Store position of the station where the goods come from, so there
* are no very high payments when stations get removed. However, if the * are no very high payments when stations get removed. However, if the
* station where the goods came from is already removed, the source * station where the goods came from is already removed, the source
* information is lost. In that case we set it to the position of this * information is lost. In that case we set it to the position of this
* station */ * station */
Station *st; Station *st;
FOR_ALL_STATIONS(st) { FOR_ALL_STATIONS(st) {
for (CargoID c = 0; c < NUM_CARGO; c++) { for (CargoID c = 0; c < NUM_CARGO; c++) {

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@ -415,8 +415,8 @@ void SlSetLength(size_t length)
switch (_sl.block_mode) { switch (_sl.block_mode) {
case CH_RIFF: case CH_RIFF:
/* Ugly encoding of >16M RIFF chunks /* Ugly encoding of >16M RIFF chunks
* The lower 24 bits are normal * The lower 24 bits are normal
* The uppermost 4 bits are bits 24:27 */ * The uppermost 4 bits are bits 24:27 */
assert(length < (1 << 28)); assert(length < (1 << 28));
SlWriteUint32((uint32)((length & 0xFFFFFF) | ((length >> 24) << 28))); SlWriteUint32((uint32)((length & 0xFFFFFF) | ((length >> 24) << 28)));
break; break;

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@ -147,10 +147,10 @@ namespace SQConvert {
} }
/** /**
* Helper class to recognize the function type (retval type, args) and use the proper specialization * Helper class to recognize the function type (retval type, args) and use the proper specialization
* for SQ callback. The partial specializations for the second arg (Tis_void_retval) are not possible * for SQ callback. The partial specializations for the second arg (Tis_void_retval) are not possible
* on the function. Therefore the class is used instead. * on the function. Therefore the class is used instead.
*/ */
template <typename Tfunc, bool Tis_void_retval = HasVoidReturnT<Tfunc>::Yes> struct HelperT; template <typename Tfunc, bool Tis_void_retval = HasVoidReturnT<Tfunc>::Yes> struct HelperT;
/** /**

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@ -1442,10 +1442,10 @@ static void ViewportDrawStrings(DrawPixelInfo *dpi, const StringSpriteToDrawVect
if (IsInvisibilitySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) continue; if (IsInvisibilitySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) continue;
/* if we didn't draw a rectangle, or if transparant building is on, /* if we didn't draw a rectangle, or if transparant building is on,
* draw the text in the colour the rectangle would have */ * draw the text in the colour the rectangle would have */
if (IsTransparencySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) { if (IsTransparencySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) {
/* Real colours need the IS_PALETTE_COLOUR flag /* Real colours need the IS_PALETTE_COLOUR flag
* otherwise colours from _string_colourmap are assumed. */ * otherwise colours from _string_colourmap are assumed. */
colour = (TextColour)_colour_gradient[ss->colour][6] | IS_PALETTE_COLOUR; colour = (TextColour)_colour_gradient[ss->colour][6] | IS_PALETTE_COLOUR;
} }