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Change: Use gender-neutral pronouns in console command messages (and comments) (#9203)

This commit is contained in:
William Davis
2021-05-08 06:02:30 -04:00
committed by GitHub
parent f187708b3b
commit 881e1da51d
19 changed files with 29 additions and 29 deletions

View File

@@ -194,8 +194,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
*/
void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
{
/* First, send a CLIENT_ERROR to the server, so he knows we are
* disconnection (and why!) */
/* First, send a CLIENT_ERROR to the server, so it knows we are
* disconnected (and why!) */
NetworkErrorCode errorno;
/* We just want to close the connection.. */
@@ -293,7 +293,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/* If this is the first time we have a sync-frame, we
* need to let the server know that we are ready and at the same
* frame as he is.. so we can start playing! */
* frame as it is.. so we can start playing! */
if (_network_first_time) {
_network_first_time = false;
SendAck();
@@ -1399,7 +1399,7 @@ void NetworkClientSetCompanyPassword(const char *password)
}
/**
* Tell whether the client has team members where he/she can chat to.
* Tell whether the client has team members who they can chat to.
* @param cio client to check members of.
* @return true if there is at least one team member.
*/

View File

@@ -1027,7 +1027,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
InvalidateWindowData(WC_CLIENT_LIST, 0);
/* Mark the client as pre-active, and wait for an ACK
* so we know he is done loading and in sync with us */
* so we know it is done loading and in sync with us */
this->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(this);
this->SendFrame();
@@ -1199,7 +1199,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
/* The client is not yet caught up? */
if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
/* Now he is! Unpause the game */
/* Now it is! Unpause the game */
this->status = STATUS_ACTIVE;
this->last_token_frame = _frame_counter;
@@ -1855,14 +1855,14 @@ void NetworkServer_Tick(bool send_frame)
case NetworkClientSocket::STATUS_MAP_WAIT:
/* Send every two seconds a packet to the client, to make sure
* he knows the server is still there; just someone else is
* it knows the server is still there; just someone else is
* still receiving the map. */
if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
cs->SendWait();
/* We need to reset the timer, as otherwise we will be
* spamming the client. Strictly speaking this variable
* tracks when we last received a packet from the client,
* but as he is waiting, he will not send us any till we
* but as it is waiting, it will not send us any till we
* start sending him data. */
cs->last_packet = std::chrono::steady_clock::now();
}

View File

@@ -72,7 +72,7 @@ public:
size_t receive_limit; ///< Amount of bytes that we can receive at this moment
struct PacketWriter *savegame; ///< Writer used to write the savegame.
NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
NetworkAddress client_address; ///< IP-address of the client (so they can be banned)
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();