From 99e012ba56533e18beb583fcfe039a336d115c5f Mon Sep 17 00:00:00 2001 From: Ykkrosh Date: Sat, 12 Nov 2011 22:08:59 +0000 Subject: [PATCH] Fix comments This was SVN commit r10517. --- source/tools/atlas/GameInterface/GameLoop.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/source/tools/atlas/GameInterface/GameLoop.cpp b/source/tools/atlas/GameInterface/GameLoop.cpp index a1cda3a6d7..2885261922 100644 --- a/source/tools/atlas/GameInterface/GameLoop.cpp +++ b/source/tools/atlas/GameInterface/GameLoop.cpp @@ -292,7 +292,7 @@ bool BeginAtlas(const CmdLineArgs& args, const DllLoader& dll) } // Construct a message passer for communicating with Atlas - // (here so that it's scope lasts beyond the game thread) + // (here so that its scope lasts beyond the game thread) MessagePasserImpl msgPasser; AtlasMessage::g_MessagePasser = &msgPasser; @@ -303,12 +303,12 @@ bool BeginAtlas(const CmdLineArgs& args, const DllLoader& dll) const Paths paths(args); Atlas_SetDataDirectory(paths.RData().string().c_str()); - // run the engine loop in a new thread + // Run the engine loop in a new thread pthread_t engineThread; pthread_create(&engineThread, NULL, RunEngine, reinterpret_cast(const_cast(&args))); - // start Atlas UI on main thread - // (required for wxOSX/Cocoa compatbility as some parts of the API aren't thread-safe) + // Start Atlas UI on main thread + // (required for wxOSX/Cocoa compatibility - see http://trac.wildfiregames.com/ticket/500) Atlas_StartWindow(L"ScenarioEditor"); // Wait for the engine to exit