CINE: Change Doxygen commands to match our CFC
svn-id: r48764
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3edc151c5b
commit
37b7be4519
18 changed files with 770 additions and 566 deletions
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@ -52,9 +52,10 @@ bool loadChunkHeader(Common::SeekableReadStream &in, ChunkHeader &header) {
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return !(in.eos() || in.err());
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}
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/*! \brief Savegame format detector
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* \param fHandle Savefile to check
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* \return Savegame format on success, ANIMSIZE_UNKNOWN on failure
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/**
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* Savegame format detector
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* @param fHandle Savefile to check
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* @return Savegame format on success, ANIMSIZE_UNKNOWN on failure
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*
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* This function seeks through the savefile and tries to determine the
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* savegame format it uses. There's a miniscule chance that the detection
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@ -174,9 +175,10 @@ enum CineSaveGameFormat detectSaveGameFormat(Common::SeekableReadStream &fHandle
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return result;
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}
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/*! \brief Restore script list item from savefile
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* \param fHandle Savefile handle open for reading
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* \param isGlobal Restore object or global script?
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/**
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* Restore script list item from savefile
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* @param fHandle Savefile handle open for reading
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* @param isGlobal Restore object or global script?
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*/
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void loadScriptFromSave(Common::SeekableReadStream &fHandle, bool isGlobal) {
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ScriptVars localVars, labels;
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@ -208,8 +210,9 @@ void loadScriptFromSave(Common::SeekableReadStream &fHandle, bool isGlobal) {
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}
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}
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/*! \brief Restore overlay sprites from savefile
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* \param fHandle Savefile open for reading
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/**
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* Restore overlay sprites from savefile
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* @param fHandle Savefile open for reading
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*/
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void loadOverlayFromSave(Common::SeekableReadStream &fHandle) {
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overlay tmp;
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@ -349,7 +352,7 @@ void saveCommandVariables(Common::OutSaveFile &out) {
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}
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}
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/*! \brief Save the 80 bytes long command buffer padded to that length with zeroes. */
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/** Save the 80 bytes long command buffer padded to that length with zeroes. */
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void saveCommandBuffer(Common::OutSaveFile &out) {
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// Let's make sure there's space for the trailing zero
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// (That's why we subtract one from the maximum command buffer size here).
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@ -983,10 +986,11 @@ void CineEngine::makeSave(char *saveFileName) {
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setMouseCursor(MOUSE_CURSOR_NORMAL);
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}
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/*! \brief Load animDataTable from save
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* \param fHandle Savefile open for reading
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* \param saveGameFormat The used savegame format
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* \todo Add Operation Stealth savefile support
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/**
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* Load animDataTable from save
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* @param fHandle Savefile open for reading
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* @param saveGameFormat The used savegame format
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* @todo Add Operation Stealth savefile support
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*
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* Unlike the old code, this one actually rebuilds the table one frame
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* at a time.
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