Merge pull request #235 from aquileia/VC_update
tiny VC update, typo fixes
This commit is contained in:
commit
da3c45f398
5 changed files with 19 additions and 7 deletions
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@ -21268,6 +21268,18 @@
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RelativePath="..\..\src\variable.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\variable_info.cpp"
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>
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</File>
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<File
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RelativePath="..\..\src\variable_info.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\variable_info_detail.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\variant.cpp"
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>
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@ -314,7 +314,7 @@ LEVEL_RESULT play_game(game_display& disp, saved_game& gamestate,
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if (is_unit_test) {
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return res;
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}
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//in this case we might have skipped state.set_snapshot which means wew cannot do gamestate.convert_to_start_save();
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//in this case we might have skipped state.set_snapshot which means we cannot do gamestate.convert_to_start_save();
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if(res == QUIT)
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{
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return res;
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@ -322,8 +322,8 @@ LEVEL_RESULT play_game(game_display& disp, saved_game& gamestate,
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// Save-management options fire on game end.
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// This means: (a) we have a victory, or
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// or (b) we're multiplayer live, in which
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// case defeat is also game end. Someday,
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// (b) we're multiplayer live, in which
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// case defeat is also game end. Someday,
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// if MP campaigns ever work again, we might
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// need to change this test.
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if (res == VICTORY || (io_type != IO_NONE && res == DEFEAT)) {
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@ -295,7 +295,7 @@ void loadgame::set_gamestate()
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{
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gamestate_ = saved_game(load_config_);
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#if 0
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//we dont need this code since we always restore our random from [snapshot] or [replay_start] (execpt for start of scenario saves where we dont have those)
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//we dont need this code since we always restore our random from [snapshot] or [replay_start] (except for start of scenario saves where we don't have those)
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//also the random_seed isn't stored at toplevel anymore.
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@ -1117,7 +1117,7 @@ bool preprocessor_data::get_chunk()
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target_.error(error.str(), linenum_);
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}
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} else {
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target_.error("Too much nested preprocessing inclusions", linenum_);
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target_.error("Too many nested preprocessing inclusions", linenum_);
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}
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}
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else if (!skipping_)
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@ -100,9 +100,9 @@ namespace {
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void intrusive_ptr_add_ref(const unit * u)
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{
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assert(u->ref_count_ >= 0);
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// the next code line is to notice possible wrongly intilized units.
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// the next code line is to notice possible wrongly initialized units.
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// The 100000 is picked rather randomly. If you are in the situation
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// that you can actualy have more then 100000 intrusive_ptr to one unit
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// that you can actually have more then 100000 intrusive_ptr to one unit
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// or if you are sure that the refcounting system works
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// then feel free to remove the next line
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assert(u->ref_count_ < 100000);
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