zmemzero((Bytef *)s->head, (unsigned)(s->hash_size-1)*sizeof(*s->head));
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflateInit_(z_streamp strm, int level, const char* version, int stream_size)
#else
int ZEXPORT deflateInit_(strm, level, version, stream_size)
}
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflateInit2_(z_streamp strm, int level, int method, int windowBits,
int memLevel, int strategy, const char* version, int stream_size)
#else
}
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflateSetDictionary (z_streamp strm, const Bytef* dictionary, uInt dictLength)
#else
int ZEXPORT deflateSetDictionary (strm, dictionary, dictLength)
}
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflateReset (z_streamp strm)
#else
int ZEXPORT deflateReset (strm)
}
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflateParams(z_streamp strm, int level, int strategy)
#else
int ZEXPORT deflateParams(strm, level, strategy)
* IN assertion: the stream state is correct and there is enough room in
* pending_buf.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void putShortMSB (deflate_state* s, uInt b)
#else
local void putShortMSB (s, b)
* to avoid allocating a large strm->next_out buffer and copying into it.
* (See also read_buf()).
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void flush_pending(z_streamp strm)
#else
local void flush_pending(strm)
}
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflate (z_streamp strm, int flush)
#else
int ZEXPORT deflate (strm, flush)
}
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflateEnd (z_streamp strm)
#else
int ZEXPORT deflateEnd (strm)
* To simplify the source, this is not supported for 16-bit MSDOS (which
* doesn't have enough memory anyway to duplicate compression states).
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflateCopy (z_streamp dest, z_streamp source)
#else
int ZEXPORT deflateCopy (dest, source)
* allocating a large strm->next_in buffer and copying from it.
* (See also flush_pending()).
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local int read_buf(z_streamp strm, Bytef* buf, unsigned size)
#else
local int read_buf(strm, buf, size)
/* ===========================================================================
* Initialize the "longest match" routines for a new zlib stream
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void lm_init (deflate_state* s)
#else
local void lm_init (s)
* match.S. The code will be functionally equivalent.
*/
#ifndef FASTEST
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local uInt longest_match(deflate_state* s, IPos cur_match)
#else
local uInt longest_match(s, cur_match)
/* ---------------------------------------------------------------------------
* Optimized version for level == 1 only
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local uInt longest_match(deflate_state* s, IPos cur_match)
#else
local uInt longest_match(s, cur_match)
/* ===========================================================================
* Check that the match at match_start is indeed a match.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void check_match(deflate_state* s, IPos start, IPos match, int length)
#else
local void check_match(s, start, match, length)
* performed for at least two bytes (required for the zip translate_eol
* option -- not supported here).
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void fill_window(deflate_state* s)
#else
local void fill_window(s)
* NOTE: this function should be optimized to avoid extra copying from
* window to pending_buf.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local block_state deflate_stored(deflate_state* s, int flush)
#else
local block_state deflate_stored(s, flush)
* new strings in the dictionary only for unmatched strings or for short
* matches. It is used only for the fast compression options.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local block_state deflate_fast(deflate_state* s, int flush)
#else
local block_state deflate_fast(s, flush)
* evaluation for matches: a match is finally adopted only if there is
* no better match at the next window position.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local block_state deflate_slow(deflate_state* s, int flush)
#else
local block_state deflate_slow(s, flush)