# endif
int z_verbose = verbose;
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void z_error (char* m)
#else
void z_error (m)
/* exported to allow conversion of error code to string for compress() and
* uncompress()
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
const char* ZEXPORT zError(int err)
#else
const char * ZEXPORT zError(err)
#ifndef HAVE_MEMCPY
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void zmemcpy(Bytef* dest, Bytef* source, Uint len)
#else
void zmemcpy(dest, source, len)
} while (--len != 0);
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int zmemcmp(Bytef* s1, Bytef* s2, int len)
#else
int zmemcmp(s1, s2, len)
return 0;
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void zmemzero(Bytef* dest, uInt len)
#else
void zmemzero(dest, len)
extern void free OF((voidpf ptr));
#endif
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
voidpf zcalloc (voidpf opaque, unsigned items, unsigned size)
#else
voidpf zcalloc (opaque, items, size)
return (voidpf)calloc(items, size);
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void zcfree(voidpf opaque, voidpf ptr)
#else
void zcfree (opaque, ptr)