mirror of https://github.com/OpenTTD/OpenTTD
Codefix: Remove typos and use correct formatting
Co-authored-by: Tyler Trahan <tyler@tylertrahan.com>pull/12712/head
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ac06b4a7a6
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23f8519624
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@ -91,10 +91,10 @@ static bool IsNearbyForest(TileIndex tile)
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{
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uint planted_tile_count = 0;
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// An already planted tilte can always be planted again
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/* An already planted tile can always be planted again. */
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if (IsTileType(tile, MP_TREES)) return true;
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// Count the trees arround the clear tile to determine if it's near a forest
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/* Count the trees around the clear tile to determine if it's near a forest */
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for (int x = -2; x <= 2; x++) {
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for (int y = -2; y <= 2; y++) {
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TileIndex vincity = TileAddWrap(tile, x, y);
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@ -809,7 +809,7 @@ static void TileLoop_Trees(TileIndex tile)
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AddTreeCount(tile, -1);
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SetTreeGrowth(tile, 3);
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} else {
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// Backups the type of tree if using improved trees
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/* Backups the type of tree if using improved trees */
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TreeType treetype;
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if (_settings_game.game_creation.tree_placer == TP_IMPROVED && IsTileType(tile, MP_TREES)) {
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treetype = GetTreeType(tile);
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@ -837,7 +837,7 @@ static void TileLoop_Trees(TileIndex tile)
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break;
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}
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// When using improved trees, when a "alone" tree is dead, a new one is planted immediately
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/* When using improved trees, when a "alone" tree is dead, a new one is planted immediately. */
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if (_settings_game.game_creation.tree_placer == TP_IMPROVED && !IsNearbyForest(tile)) {
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PlantTreesOnTile(tile, treetype, 0, 0);
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}
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